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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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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…

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