Glossary
Terms used in accessibility research and practice. Each entry has a definition, common aliases, and category tags.
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- Ecological Systems Theory(also: Bronfenbrenner's Ecological Model, Bioecological Model)
- A developmental psychology framework created by Urie Bronfenbrenner that describes how individuals are influenced by multiple nested environmental systems: the microsystem (immediate settings like home and work), mesosystem (connections between microsystems), exosystem (indirect…
- Ekman Basic Emotions(also: Basic Emotions, Ekman's Six Basic Emotions)
- A taxonomy proposed by psychologist Paul Ekman that identifies six cross-culturally recognisable emotional expressions — happiness, sadness, anger, fear, disgust, and surprise — as the building blocks of facial affect. The model has been foundational for computer-vision…
- Emotional Mediation Hypothesis
- A theoretical account, originating in work by Palmer and colleagues, that explains cross-modal associations between sensory attributes (such as colors and musical timbres) as being mediated by shared emotional meaning rather than by direct perceptual mapping. For example, people…
- Episodic Memory(also: Autobiographical Memory, Personal Experience Memory)
- The memory of specific personal experiences and events, including details about what happened, where and when it occurred, and the emotions associated with it. Episodic memory allows people to mentally "travel back in time" to re-experience past events from a first-person…
- Executive Function(also: Executive Functioning, Cognitive Control, Executive Control)
- A set of cognitive processes that enable goal-directed behavior, including planning, working memory, attention, inhibitory control, and cognitive flexibility. Executive functions allow individuals to organize, initiate, and monitor tasks in daily living. In accessibility…
- Extrinsic Motivation
- Extrinsic motivation refers to engaging in an activity to achieve external rewards, avoid punishment, or meet external expectations rather than for inherent enjoyment. In accessibility and technology design, extrinsic motivators include gamification elements like badges, points,…
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