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Glossary

Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.

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Level of Detail(also: LOD)
A technique in computer graphics and information design where the amount of detail presented varies based on context, typically distance or user interaction. In 3-D environments, objects farther from the viewer are rendered with less geometric detail to improve performance. In…
List-Based Interface(also: List View, Linear Interface)
An interface layout that presents information as a sequential list rather than in a grid, table, or spatial layout. In accessibility contexts, list-based interfaces are generally more screen reader-friendly than grid layouts because they follow a natural linear reading order,…
Locomotion(also: VR Locomotion)
Methods by which users navigate and move through virtual environments in VR. Common locomotion techniques include free-roam (physical walking that maps to virtual movement), joystick-based continuous movement, teleportation (pointing to a destination and instantly moving there),…
Locomotion Technique(also: VR Locomotion, Virtual Travel Technique)
A locomotion technique is a method for navigating or moving through a virtual environment in virtual reality (VR). Because physical space is limited and many users are seated, locomotion techniques simulate travel without requiring real-world walking. Common approaches include…
Loosely Coupled Interaction(also: Loosely Coupled Dual Interaction)
An interaction architecture in which two or more user interfaces share the same underlying content and data but operate independently through separate, non-overlapping input and output modalities. In a loosely coupled system, each interface is purpose-designed for its target…
Magnification inset(also: Magnified inset view, Zoom inset)
A user interface element that displays a magnified view of a specific region of content within a smaller window overlaid on the original view. Unlike full-screen magnification, an inset preserves the surrounding context while enlarging the area of interest. For low-vision users,…
Manipulable UI Component(also: Interactive UI Component, Actionable UI Element)
An on-screen user-interface element that can be acted upon by the user — tapped, clicked, toggled, dragged, or typed into — as distinct from purely informational elements such as static text or images. Common examples include buttons, icons, text buttons, checkboxes, switches,…
Marking Menu(also: Pie Menu, Radial Menu)
A marking menu is a radial (pie-shaped) menu that can be operated in two modes: a beginner mode that displays labelled wedges around the cursor for the user to aim at, and an expert mode that lets an experienced user draw the directional stroke toward the desired item without…
Menu-Driven Interface(also: Menu-Based Interface, Menu Selection Interface)
A user interface style in which the available actions at each point in the interaction are presented to the user as an on-screen list, and the user selects an option by number, letter, keystroke, or pointer. Menu-driven interfaces reduce the need to memorise commands and are…
Microinteraction(also: Micro-interaction, Quick interaction)
A brief, high-frequency interaction with a device that typically takes a sighted user less than four seconds to complete, such as checking the time, glancing at a notification, or adjusting the volume. Microinteractions are significant for accessibility because they expose…
Midas Touch Effect(also: Midas Touch Problem)
An interaction design challenge in touch-based and gesture-based interfaces where the system cannot distinguish between intentional activation commands and incidental or exploratory touches. Named after the mythological King Midas whose touch turned everything to gold, the…
Mixed-Initiative Design(also: Mixed-Initiative Interaction)
An interaction design approach in which both the system and the user can take initiative in directing the flow of interaction, rather than one party being entirely in control. In accessibility contexts, mixed-initiative design is used to balance automated system actions (such as…
Mixed-Initiative Interaction(also: Mixed-Initiative Systems, Human-Agent Collaboration)
An interaction paradigm in which both the human user and the computer system can take initiative in directing the task, rather than one party being entirely in control. In accessibility contexts, mixed-initiative interaction is particularly important for AI-powered assistive…
Modal Dialog(also: Modal Window, Dialog Box)
A user interface element that appears on top of the main content and requires user interaction before returning to the underlying page. In accessibility, modal dialogs must properly manage keyboard focus—trapping focus within the dialog so screen reader and keyboard users cannot…
Motion-Based AAC(also: Physical Expressive AAC, Expressive Sidekick)
An emerging form of augmentative and alternative communication that uses physical movement of objects or robotic devices to convey nonverbal communicative intent during conversations. Unlike traditional AAC which focuses on generating speech, motion-based AAC addresses the…
Multi-Sensory Feedback(also: Multimodal Feedback, Cross-Modal Feedback)
The simultaneous or coordinated use of multiple sensory channels—such as audio, haptic, visual, and sometimes olfactory or thermal—to convey information to a user. Multi-sensory feedback is a key accessibility strategy because it ensures that information is not conveyed through…
Multi-touch Interaction(also: Multi-touch Input, Multi-touch Gestures)
An input method where a touchscreen or trackpad recognises two or more simultaneous points of contact, enabling gestures such as pinching, rotating, and swiping with multiple fingers. In accessibility contexts, multi-touch interaction is significant both as a challenge and an…
Multimodal Alert System(also: Multi-Sensory Alert, Multimodal Notification)
A notification system that communicates alerts through multiple sensory channels simultaneously, such as combining audio, visual, and haptic signals. Multimodal alert systems are critical for accessibility because they ensure people with different sensory abilities can perceive…
Multimodal Communication(also: Multi-Modal Communication)
The use of multiple channels and resources simultaneously during interaction, including speech, gesture, gaze, facial expression, body movement, writing, drawing, and physical artifacts. All human communication is inherently multimodal, but this concept is especially significant…
Multimodal Feedback(also: Multi-Sensory Feedback)
The simultaneous or coordinated use of multiple sensory channels — such as auditory, tactile, and visual — to convey information to a user. In accessibility, multimodal feedback is essential for creating inclusive interfaces that do not rely on a single sense. Combining audio…
Multimodal Input(also: Multimodal Interaction, Multi-modal Input)
An interaction approach that allows users to communicate with computing devices or systems through multiple input channels — such as touch, voice, eye gaze, head movement, facial expressions, hand gestures, brain-computer interfaces, and biometrics — either simultaneously or…
Multimodal Interaction(also: Multimodal Interface)
An interaction approach that combines multiple input and output modalities—such as voice, touch, keyboard, gestures, and visual/audio feedback—to support flexible, accessible user experiences. In accessibility contexts, multimodal interaction is valuable because it allows users…
Multimodal Interface(also: Multimodal Interaction, Multi-Modal UI)
A multimodal interface is a system that communicates with users through multiple sensory channels simultaneously, such as speech, haptic feedback, sound, vibration, and visual output. In accessible navigation and assistive technology, multimodal interfaces are critical because…
Multimodal Output(also: Multi-Modal Output, Cross-Modal Output)
The simultaneous presentation of information through multiple sensory channels or formats, such as audio, visual, tactile, and text-to-speech, allowing users to choose the modality or combination of modalities that best suits their abilities and preferences. In accessible…
Multisensory(also: Multisensory Design, Multisensory Interaction)
An approach to design and interaction that engages multiple human senses — such as sight, hearing, touch, smell, and taste — to convey information and create richer experiences. In accessibility, multisensory design is valuable because it provides alternative channels for…
Multisensory Interaction(also: Multisensory HCI)
Multisensory interaction is an HCI research area concerned with designing and studying systems that engage two or more human senses - sight, hearing, touch, smell, taste, proprioception - simultaneously or in combination. It differs from multimodal interaction (which typically…
Natural Language Command(also: Natural Language Input, Conversational Command)
A user input expressed in everyday spoken or written language rather than structured syntax or specific command formats. In accessibility contexts, natural language commands enable BLV users to interact with systems without memorizing precise command structures or navigating…
Natural Language Interface(also: NLI, Natural Language User Interface)
A user interface that allows people to interact with technology using everyday language rather than specialized commands, menus, or graphical controls. Natural language interfaces can improve accessibility by reducing the learning curve for technology use, supporting users with…
Near-Miss Detection(also: Near-Miss Interaction)
A strategy for identifying when a user almost but not quite succeeds at a device interaction, suggesting they might benefit from an accessibility accommodation. For example, if a user repeatedly attempts a double-click but falls just outside the required timing threshold, the…
Nomadic Text Entry(also: Mobile Text Entry, On-the-Go Texting)
The practice of inputting text on a mobile device while moving through or actively engaging with the physical environment, as opposed to typing while stationary. For people who are blind or visually impaired, nomadic text entry presents unique challenges because it requires…
Non-Visual Exploration(also: Non-Visual Interaction, Non-Visual Scanning)
The process by which blind or visually impaired people gather information about their physical environment, documents, or interfaces without relying on sight. Non-visual exploration combines multiple strategies including touch, audio feedback, spatial memory, contextual…
Non-Visual Feedback(also: Non-Visual Output, Alternative Sensory Feedback)
Any system output or response that does not rely on vision to be perceived, including auditory cues (speech, tones, sonification), haptic feedback (vibrations, force), and tactile output (braille, raised surfaces). Non-visual feedback is essential for making interactive systems…
Non-Visual Interaction(also: Non-Visual Interface, Eyes-Free Interaction)
Interaction techniques and interface designs that do not require sight, enabling blind and low vision users to operate software and devices through alternative modalities such as speech, keyboard commands, haptic feedback, spatial audio, and gesture. In creative tools,…
Non-Visual Interaction(also: Non-Visual Access, Non-Visual Interface)
Methods of interacting with computer systems and digital content without relying on visual display. Non-visual interaction encompasses screen reader output, speech interfaces, keyboard navigation with audio feedback, braille displays, and haptic feedback. The Raman Principle…
Nonvisual Interaction(also: Eyes-Free Interaction, Screenless Interaction)
Interaction with computing devices without relying on visual feedback, using alternative channels such as audio, tactile, or proprioceptive cues. Nonvisual interaction is essential for blind and low-vision users but also benefits sighted users in eyes-busy contexts like driving…
Novice User(also: Beginner User, First-Time User)
A user who is new to a particular system, task, or interface and has not yet built a mental model of its structure or vocabulary. Novice users typically benefit from menu-driven interfaces, prominent help, progressive disclosure, and forgiving interaction patterns that allow…
Object Hierarchy(also: Object Group, Hierarchical Object Organization)
A structured organization of objects into parent-child relationships that allows users to navigate from high-level categories to increasingly specific details. In accessible virtual environments, object hierarchies enable BLV users to progressively explore complex scenes by…
Omakase(also: Omakase mode, I leave it to you)
A Japanese word — literally 'I leave it to you' — adopted in human-robot interaction and assistive-AI research to describe a mode of user involvement in which the person defers all decisions to the system. In autonomous navigation robots for blind travellers, omakase denotes the…
On-Body Gesture(also: On-Body Interaction, Body-Based Gesture)
A gesture performed on or against one's own body rather than on a device surface or in the air. Examples include tapping the thigh, swiping along the forearm, or touching the ear to trigger a command on a connected device. On-body gestures are explored as an alternative input…
On-Body Interaction(also: Body-centric interaction, Skin input, On-body input)
An interaction paradigm that uses the surface of the user's own body as an input medium, typically through gestures like taps, swipes, or touches on the skin. On-body interaction leverages tactile and proprioceptive feedback from the user's own body, making it potentially…
Overview+Detail(also: Overview and Detail)
A visualization interaction paradigm that presents a smaller overview view alongside a larger detail view, letting users navigate the whole while inspecting a part. Common in maps, document readers, and data dashboards. For low-vision users, overview+detail can support spatial…
Page Structure Preservation(also: Layout Preservation, Structure Retention)
The principle of maintaining the original spatial layout and DOM structure of a webpage when applying accessibility enhancements, content filtering, or other modifications. Preserving page structure ensures that users' mental models of familiar websites remain intact, that…
Paper Prototyping(also: Lo-Fi Prototyping, Low-Fidelity Prototyping)
A rapid design technique that uses paper, cardboard, and other simple materials to create tangible representations of product concepts before investing in digital or electronic implementation. Paper prototyping allows designers and users to quickly explore form, layout, and…
Partial Automation(also: Adaptive Automation)
An accessibility technique in digital games and interactive systems where the system automatically performs actions or controls mechanics that a user cannot execute due to a disability, while leaving the user in control of all mechanics they can perform. For example, in a…
Passive Exploration(also: System-Directed Presentation)
An interaction paradigm in non-visual interfaces where a complete representation of information is presented to the user all at once, rather than being discovered through user-directed navigation. In the context of accessible graphics and data visualisation, passive exploration…
Personalization(also: User Personalization, Interface Personalization)
The adaptation of digital content, interfaces, or experiences to individual user preferences, needs, and contexts. In accessibility, personalization is essential because people with the same type of disability may have very different needs and preferences — for example, some…
Playful Interaction(also: Playful design)
A design stance that treats play — voluntary, intrinsically motivated, rule-structured activity — as a core property of interactive systems rather than a surface layer of rewards or points. Playful interaction emphasizes the felt experience of users (curiosity, challenge, flow,…
Point-of-Interest Techniques(also: POI Techniques)
Interaction methods in VR that allow users to select and navigate to specific points of interest in the virtual environment, designed to be accessible for people with limited mobility. These techniques typically allow users to highlight, select, and move to predetermined…
Preset(also: Default Configuration, Template Setting)
A predefined combination of settings or options that can be applied as a group, reducing the number of individual decisions a user needs to make. In accessibility interfaces, presets help users with cognitive disabilities by offering curated starting points rather than requiring…
Proactive Prompt(also: Proactive Cue)
In voice-interface and conversational-agent design, a system-initiated utterance or visual cue that surfaces a suggestion, reminder, or next step without the user first asking. Examples include suggesting the weather at a user's usual wake-up time, reminding someone to take…