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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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Carpal Tunnel Syndrome(also: CTS, Carpal Tunnel)
A condition caused by compression of the median nerve as it passes through the carpal tunnel in the wrist, resulting in numbness, tingling, weakness, and pain in the hand and fingers. Carpal tunnel syndrome is commonly associated with repetitive hand and wrist movements,…
Chairable computing(also: Chairable input, Wheelchair-integrated computing)
A design paradigm in which input devices and computing interfaces are integrated into the form factor of a wheelchair — particularly armrests, trays, and frames — analogous to how wearable computing fits with clothing. Chairable devices are always within reach, require no setup…
Click-on-Lift(also: Lift-off Activation, Release Activation)
An interaction technique where a touch target is activated only when the user lifts their finger from the screen while still within the target area, rather than registering the action at the point of initial contact. This approach is particularly beneficial for users with hand…
Continuous Input(also: Continuous Control, Analog Input)
Continuous input is any interaction technique in which the user varies a parameter smoothly along a range rather than selecting from a set of discrete options — adjusting a slider, dragging a brush, turning a dial, holding a gesture, or modulating vocal loudness. Continuous…
Continuous Specification(also: Continuous Positioning, Continuous Cursor Movement)
In cursor control interfaces, a positioning method where the cursor moves steadily in a given direction at a controlled rate until the user signals it to stop. This approach allows precise positioning because the user can halt movement at exactly the desired location, but it is…
Curse of Dimensionality (Accessibility)
In an accessibility context, the practical barrier that arises when a player or user must coordinate a large number of distinct inputs simultaneously or in rapid succession — for example, moving, aiming, shooting, and reloading concurrently in a first-person shooter. Even when…
Cursor Control(also: Pointer Control, Cursor Navigation)
The ability to direct and position an on-screen cursor or pointer using an input device such as a mouse, trackball, touchpad, joystick, or eye tracker. Cursor control is a fundamental requirement for interacting with graphical user interfaces and involves both gross movements…
Cursor Deviation(also: Cursor Drift, Path Deviation)
The difference between the actual path taken by a cursor and the ideal straight-line path between the starting point and the target. Cursor deviation is a key performance metric in evaluating alternative input devices such as head controls, eye trackers, and adapted mice. Higher…
Cursor Movement(also: Cursor Navigation, Pointer Movement, Mouse Movement)
The process of controlling the position of a pointer or cursor on screen using an input device such as a mouse, trackpad, or joystick. Cursor movement efficiency is a key metric in accessibility research, measured through movement time, velocity, and path directness. Users with…

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