Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Joint Awareness
- Joint awareness is a shared understanding between two or more people about a condition, situation, or state - for example, a child's sensory triggers known to both the child and their parent, or a chronic illness state visible to a patient and their caregiver. It contrasts with…
- Line Standing(also: Queueing, Standing in line, Line navigation)
- The everyday social activity of waiting in an ordered queue — at a cashier, bus stop, check-in counter, or reception desk. For blind people, line standing is an often-overlooked accessibility challenge: the end of the line is a dynamically moving position that cannot be located…
- Loneliness(also: Perceived Social Isolation)
- The subjective feeling of being alone or disconnected from others, regardless of the actual quantity of social contacts a person has. Loneliness differs from social isolation in that it reflects perceived rather than objective social disconnection—a person can feel lonely in a…
- Marginalized Communities(also: Marginalized Populations)
- Groups of people who are systematically excluded from full participation in society due to factors such as disability, race, gender identity, sexual orientation, socioeconomic status, immigration status, or other characteristics. In accessibility research, understanding…
- Mediated Social Touch(also: Remote Touch, Tele-touch, Haptic Telepresence)
- The use of haptic technology to simulate or communicate social touch gestures — such as stroking, squeezing, patting, or hugging — between people who are physically separated. Mediated social touch systems encode touch from one person and reproduce it on a remote partner's body…
- Microaggression
- A subtle, often automatic remark, question, or action that communicates prejudice or negative stereotypes toward a member of a marginalized group. Originally coined by psychiatrist Chester Pierce in the 1970s to describe subtle discrimination against African Americans, the…
- Minor Resistance(also: Everyday Resistance)
- A concept describing the everyday, often subtle strategies that people use to exercise agency and push back against power structures that constrain their choices, particularly in the context of assistive technology adoption. Drawing from James C. Scott's theory of "weapons of…
- Mixed-Ability Interaction(also: Mixed-Ability Play, Mixed-Visual-Ability, Cross-Ability Interaction)
- Social interactions, activities, or collaborative experiences involving people with different levels of ability, such as sighted and visually impaired people playing a game together, or wheelchair users and ambulatory people sharing a physical activity. In the context of…
- Mixed-ability play(also: Inclusive play, Mixed-ability gaming)
- Game design that enables meaningful shared play experiences between people with and without disabilities, ensuring that ability differences do not prevent enjoyable social interaction. Mixed-ability play requires careful balancing of challenge levels, input modalities, and…
- Negativity bias in online communities(also: Online negativity bias)
- The tendency for negative experiences and opinions to be disproportionately represented in online discussion forums and social media communities compared to the broader population's experiences. In disability-related online spaces, negativity bias can result from several…
- Neurotypical Masking(also: Masking, Social Camouflaging)
- The practice of neurodivergent individuals consciously or unconsciously suppressing their natural behaviours and adapting their communication style to conform to neurotypical social expectations. In accessibility contexts, some neurodivergent people use AI chatbots to help with…
- Neurotypical Norms(also: Neurotypical Standards, Normative Expectations)
- Social, behavioural, and professional expectations that are based on neurotypical patterns of cognition, communication, and functioning, often embedded unconsciously in technology, workplace culture, and institutional practices. Examples include job postings requiring candidates…
- Passing(also: Passing as non-disabled, Neurotypical passing)
- The act of concealing one's disability or neurodivergence to be perceived as non-disabled or neurotypical by others. Passing can be a deliberate strategy to avoid stigma, discrimination, or unwanted attention, or it may occur by default when a disability is not visible. While…
- Peripheral Awareness(also: Peripheral Perception, Ambient Awareness)
- The innate ability to unconsciously maintain and constantly update a sense of one's social and physical surroundings without actively directing attention to them. In accessibility contexts, peripheral awareness is critical for social interaction, as sighted people effortlessly…
- Photo Sharing(also: Photograph Sharing, Image Sharing)
- The activity of showing, distributing, or discussing photographs with others — in person, via email, or through social-networking platforms. As a social practice it conveys memories, experiences, and identity; as an accessibility concern it presents barriers for blind and…
- Postcolonial Computing
- A critical framework that examines how technology design and adoption can perpetuate subtle dimensions of coloniality, under-represent certain regions such as the Global South and Indigenous societies, and marginalize their cultures and practices. In accessibility, postcolonial…
- Power Dynamics in Accessibility(also: Access Power Relations)
- The ways in which power operates within the systems that govern assistive technology provision, disability services, and access to accommodations. Power dynamics manifest through institutional gatekeeping (who defines what counts as AT and who qualifies), information asymmetry…
- Power Structures(also: Structural Power, Power Dynamics)
- The institutional, social, and economic arrangements that distribute power unevenly across groups in society, determining who has access to resources, decision-making authority, and the ability to define norms. In accessibility contexts, power structures shape which disabilities…
- Prosociality(also: Prosocial Behavior, Prosocial Behaviour)
- Prosociality refers to voluntary behaviour intended to benefit others, including helping, sharing, comforting, and cooperating. In accessibility and dementia research, prosocial acts observed during group activities - passing a card so a peer can see it, a reassuring touch on…
- Recreational Accessibility(also: Leisure Accessibility)
- The design and provision of recreational activities, spaces, and experiences that are inclusive of people with disabilities. Recreational accessibility extends beyond basic physical access to encompass independent participation in leisure pursuits such as shopping, tourism,…
- Role-play(also: Role-playing, Roleplay)
- A social behaviour in which a person treats a non-human or virtual agent as if it had a character, feelings, or agency — narrating its actions, giving it a name, addressing it in character, and rationalising its mistakes with in-character explanations. In accessibility research…
- Scheduling Anxiety(also: Calendar Anxiety)
- The psychological stress and worry experienced by blind and low vision users related to managing their schedules using inaccessible calendar tools. Scheduling anxiety encompasses fear of missed appointments due to unreliable assistive technology integration, uncertainty about…
- Selective Disclosure
- A strategy where a person carefully controls which aspects of their identity they reveal to different stakeholders, choosing to disclose some identities while obscuring others based on anticipated consequences. In disability and accessibility contexts, selective disclosure is…
- Selective Engagement
- A strategy where a person chooses to interact only with stakeholders, services, or platforms that are known to be safe and supportive, reducing exposure to adversarial or discriminatory environments. In accessibility contexts, this might mean only using healthcare providers…
- Self-Advocacy
- The ability and practice of speaking up for one's own needs, rights, and interests, particularly in contexts where those needs may be overlooked, dismissed, or actively opposed. In disability contexts, self-advocacy is both a personal skill and a political movement, encompassing…
- Self-Representation(also: Digital Self-Representation, Avatar Self-Representation)
- The way individuals choose to present themselves in digital or virtual environments, particularly through customizable avatars. For people with disabilities, self-representation involves decisions about whether and how to disclose disability status in spaces where appearance is…
- Shared Reality(also: Shared Realities)
- Shared reality is the experience of a common inner state - thoughts, feelings, or perceptions about an object or situation - between two or more people, established through communication and mutual acknowledgement. In dementia care and accessibility research, sustaining shared…
- Sighted People Interference(also: Sighted Interference)
- A social barrier experienced by blind and visually impaired people when sighted individuals's reactions, interventions, or presence impede their independent activities in public spaces. This can include unsolicited help, judgmental reactions from store staff or other shoppers,…
- Social Agency
- Social agency is the capacity to shape, initiate, and sustain one's social interactions - to contribute meaningfully to a group, express preferences, and influence shared activity. For people with cognitive disabilities, dementia, or communication differences, social agency is…
- Social Capital
- The networks of relationships, shared norms, trust, and reciprocity that enable individuals and communities to function effectively and access resources. People with intellectual disabilities often have limited social capital due to restricted social networks, reduced community…
- Social Connectedness
- The subjective experience of feeling close to and in touch with others, characterized by a sense of belonging, being cared for, and maintaining meaningful relationships. Social connectedness is distinct from social contact — a person can have frequent interactions yet feel…
- Social Interaction(also: Social Communication, Interpersonal Interaction)
- The process by which people act and react in relation to one another, including verbal conversation, non-verbal communication, and physical proximity. For people with disabilities, social interactions can be significantly affected — for example, individuals who are blind may…
- Social Isolation(also: Social Disconnection)
- A state characterized by a lack of meaningful social contacts, relationships, and community engagement. Social isolation is a significant public health concern among older adults and people with disabilities, associated with increased risks of depression, cognitive decline,…
- Social Isolation(also: Social Disconnection)
- The objective lack of social contact and relationships, distinct from loneliness (the subjective feeling of being alone). Social isolation is a significant accessibility concern because it can both result from and contribute to barriers in technology use—isolated individuals may…
- Social Marking(also: Stigma Marking, Social Visibility of Disability)
- In accessibility contexts, social marking refers to the way assistive technologies or accommodations can draw unwanted attention to a person's disability, making their impairment visible in social situations where they might otherwise go unnoticed. Research has shown that users…
- Social Skills(also: Social Competence, Interpersonal Skills)
- The abilities required for effective social interaction, including communication, cooperation, turn-taking, perspective-taking, reading social cues, and responding appropriately in social contexts. Social skill development is a key intervention target for individuals with autism…
- Social VR(also: Social Virtual Reality)
- Virtual reality platforms and applications designed for social interaction, where users represented by avatars can meet, communicate, and engage in shared activities in virtual spaces. Popular social VR platforms include VRChat and Engage. In accessibility research, social VR…
- Social Virtual Reality(also: Social VR, SVR)
- Virtual reality platforms designed primarily for social interaction, where users meet, communicate, and engage in shared activities through avatars in three-dimensional virtual spaces. Examples include VRChat, AltspaceVR, and Rec Room. Social VR presents unique accessibility…
- Social Wayfinding(also: Social Navigation Assistance)
- Social wayfinding refers to the capacity to perceive and navigate the dynamics of a social scene, not just its physical layout. It covers identifying who is present, where they are oriented, whether they are available for interaction, what they are doing, and how they are…
- Social isolation(also: Loneliness, Social exclusion)
- A state of limited or absent social contact and meaningful relationships, recognized as a significant risk factor for poor physical and mental health outcomes, particularly among older adults and people with disabilities. Social isolation can result from physical barriers…
- Social usability
- The degree to which a technology supports positive social interactions and self-presentation for its users, particularly in contexts where technology use is visible to others. Social usability goes beyond functional task completion to consider whether using a product causes…
- Socially Recursive Inference(also: Social Recursion)
- The cognitive process by which individuals' perceptions and behaviors are shaped by what they believe others think about them or their situation. In accessibility contexts, socially recursive inference manifests when AT users are influenced by what they think non-disabled people…
- Sociotechnical Systems(also: Sociotechnical Assemblage)
- A framework for understanding technology as inseparable from the social practices, institutions, power structures, and cultural norms in which it is embedded. In accessibility research, a sociotechnical perspective reveals that assistive technologies are not neutral tools but…
- Subtle Interaction(also: Discreet interaction)
- A design approach in which interactions with a device or digital system are intentionally minimized in visibility, amplitude, or audibility to reduce social disruption, preserve user privacy, and support use in public or semi-public contexts. Subtle interactions include…
- Third place
- A sociological concept coined by Ray Oldenburg describing informal social gathering spaces beyond the home (first place) and workplace (second place), such as cafes, parks, community centers, or clubs. Third places are characterized by inclusivity, voluntary participation, low…
- VRChat
- VRChat is a mainstream, user-generated social virtual reality platform where people gather as avatars in user-created 'worlds' that range from quiet scenic environments to busy public social hubs. Users communicate through spatialised voice chat, simple gestures and virtual…
- Visible Disability(also: Apparent Disability)
- A disability that is readily apparent to outside observers through physical characteristics, mobility aids, or other visible indicators. Examples include amputations, paralysis, use of a wheelchair, or conditions that affect gait or posture. Visible disabilities shape social…
- WEIRD Bias(also: WEIRD Problem)
- The overrepresentation of Western, Educated, Industrialized, Rich, and Democratic (WEIRD) populations in research, including HCI and accessibility studies. WEIRD bias means that findings, design guidelines, and technology solutions are predominantly shaped by and for a narrow…