Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Embodied Knowledge(also: Embodied expertise, Lived knowledge)
- Knowledge that is grounded in bodily experience rather than externally observable behaviour or abstract rule - the kind of knowing a person who stutters has about the tension before a block, a blind person has about which photo crops preserve meaning, or a Deaf signer has about…
- End-User Programming(also: EUP, End-User Development, EUD)
- A design approach that enables people without formal programming training to create, modify, or combine software behaviors to suit their own needs. Typical end-user programming systems expose computational building blocks through accessible interfaces such as visual block…
- Environmental Sound(also: Ambient Sound, Non-Speech Audio)
- Any auditory information in a person's surroundings that is not speech, including sounds from appliances, alarms, animals, doorbells, traffic, weather, and other environmental sources. For deaf and hard of hearing people, awareness of environmental sounds is a significant…
- Execution Gap(also: Gulf of Execution)
- From Don Norman's model of human-computer interaction, the distance between a user's goals and the physical actions required to achieve them using a given system. A system with a wide execution gap forces users to translate what they want into technical commands, parameters, or…
- Experiential Accessibility(also: Experience-Centric Accessibility)
- An approach to accessibility that goes beyond removing barriers to ensure disabled people can have equitable, meaningful experiences with technology—not just functional access. In the context of experiential technologies like virtual reality or games, this means designing for…
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