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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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Gamification(also: Game-Based Learning)
The application of game design elements and principles in non-game contexts to increase engagement, motivation, and learning outcomes. In reading accessibility, gamification has been used in literacy development tools for children with disabilities, including reading therapy…
Gestural Input(also: Gesture-based Input, Touch Gestures)
Input methods that interpret finger movements on a touchscreen as commands, including taps, swipes, pinches, and multi-finger gestures. For blind users, gestural input must be performed without visual feedback, requiring consistent gesture recognition regardless of screen…
Gestural Interface(also: Gesture-Based Interface, Gestural Controller)
An input device or system that interprets body movements, hand gestures, or physical expressions as control signals for digital systems. In accessibility and music contexts, gestural interfaces are particularly relevant for d/Deaf and Hard of Hearing users who communicate…
Gesture Elicitation(also: User-Defined Gestures)
Gesture elicitation is a participatory design method where end users are asked to invent gestures for a set of device functions, rather than having gestures predetermined by designers or engineers. Participants are shown the effect of an action (such as zooming in) and asked to…
Gesture Elicitation Study(also: Gesture Elicitation, User-Defined Gestures)
A research methodology in which participants are presented with the effects or outcomes of actions (called referents) and asked to propose gestures they would naturally perform to trigger those effects. This approach captures user preferences and expectations rather than…
Gesture Input(also: Gestural Input, Gesture-Based Input)
A form of human-computer interaction where users perform physical movements—such as swipes, taps, pinches, or mid-air hand motions—to issue commands or provide input to a digital device. Gesture input is fundamental to touchscreen smartphones, tablets, and increasingly to…
Gesture Input(also: Gesture Recognition, Gesture-Based Interaction)
An input method that uses physical movements of the body — typically hands, fingers, arms, or head — to interact with digital systems. Gesture input includes touchscreen gestures (swipes, taps, pinches), mid-air gestures detected by cameras or motion sensors, and motion gestures…
Gesture Set Design(also: Gesture Vocabulary Design)
The process of selecting and defining a collection of gestures that users will perform to interact with a system, including decisions about which physical movements map to which functions. Effective gesture set design considers factors such as learnability, memorability,…
Gesture vocabulary(also: Gesture set, Interaction gesture repertoire)
The complete set of touch gestures recognized and used by a device or application, including single-stroke gestures (swipes, flicks), multistroke gestures (multi-tap, draw-then-tap), and multitouch gestures (pinch, rotate, two-finger swipe). As touchscreen interfaces evolve,…
Gesture-Based Interface(also: Gestural Interface, Gesture Recognition Interface)
An interaction system that interprets human gestures—such as hand movements, body poses, or finger motions—as input commands. Gesture-based interfaces can use cameras, accelerometers, touch surfaces, or wearable sensors to detect and interpret movement. In accessibility, they…
Gesture-based interaction(also: Gestural interface, Touchless interaction)
An interaction modality where users control technology through body movements, hand gestures, or postures detected by sensors such as depth cameras, rather than through traditional input devices like keyboards, mice, or touchscreens. Gesture-based interaction can benefit people…
Graspable Interface(also: Graspable User Interface)
A graspable interface is a type of tangible user interface in which users interact with a computer system by physically grasping and manipulating real-world objects that are tracked by the system, typically through camera-based image processing or embedded sensors. Unlike…
Gravity Well(also: Target Attraction, Sticky Targets, Snap-to-Target)
An interaction filtering technique that warps the cursor space around interactive targets (such as buttons or links), creating attractive basins that pull the cursor toward the nearest target. This makes it easier for users with motor impairments to select small or distant…
Grid Navigation(also: Grid Accessibility, Table Navigation)
The ability to navigate through grid or table-based layouts using keyboard controls and assistive technologies. Calendar applications commonly use grid layouts to display weeks and months, which present significant accessibility barriers for screen reader users. Problems include…
Guide-by-Pointing(also: Point-and-Ask, Hand-Guided Visual Query)
A prompting technique for multimodal AI assistants where a user extends their hand into the camera's field of view and asks the AI to identify what they are pointing at, or to provide spatial directions for moving their hand toward a specific item. This technique enables blind…
Gulf of Execution
A concept from Don Norman's theory of action describing the gap between a user's intention and the actions available to achieve that goal through an interface. When the gulf of execution is large, users struggle to figure out how to operate a system to accomplish their…

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