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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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Artifact(also: PDF artifact, Background artifact)
In PDF accessibility, an artifact is content that is marked as decorative or non-essential and should be ignored by assistive technologies. Examples include page numbers, headers/footers, decorative images, background graphics, and watermarks. Properly marking artifacts prevents…
Artifact Contribution(also: System Contribution, Technical Contribution)
A type of research contribution in HCI that involves the creation of a new system, tool, interface, or technology prototype. Artifact contributions are the most common type in reading support technology research (44.55% of publications), typically consisting of a new reading…
Artificial Eye(also: Eye Model, Optical Eye Model)
A physical device constructed from optical components to simulate the optical properties of a human eye. Typically consisting of a lens, adjustable aperture (simulating the iris), and an image sensor (simulating the retina), artificial eyes are used in vision research to test…
Artificial Intelligence(also: AI)
Computer systems designed to perform tasks that typically require human intelligence, including visual perception, speech recognition, decision-making, and language translation. In accessibility, AI powers many assistive technologies such as image recognition apps that describe…
Artistic Ownership(also: Creative Ownership, Authorial Agency)
The sense of being the authentic creator of one's own artwork, encompassing both the process and the final product. For digital artists with disabilities, artistic ownership is complicated by reliance on templates, automated tools, and assistive technologies that may feel like…
AsTeR(also: Audio System for Technical Readings)
An interactive computing system developed by T. V. Raman in his 1994 PhD thesis at Cornell University that converts LaTeX documents into navigable audio documents. AsTeR parses electronic documents into a tree structure that listeners can interactively browse, enabling…
Ask-Point(also: Help Request Point)
Ask-point is a term introduced in disability-and-HCI research to name a discrete moment in daily life at which a person with a disability must request help from a caregiver, family member, or other person — for example, reaching for a dropped object, opening a door, transferring…
Aspect-Based Sentiment Analysis(also: ABSA, Aspect-Level Sentiment Classification)
A natural language processing technique that identifies both the specific topics or aspects being discussed in text (such as food quality, customer service, or pricing in a restaurant review) and the sentiment expressed about each aspect (positive, negative, or neutral). Unlike…
Asperger Syndrome(also: Asperger's Syndrome, AS, Asperger's Disorder)
A neurodevelopmental condition previously classified as a distinct diagnosis within the autism spectrum, characterized by difficulties with social interaction and nonverbal communication, alongside restricted and repetitive patterns of behavior and interests. Unlike autistic…
Assent(also: Informed assent, Child assent)
A participant's affirmative agreement to take part in research, used when the individual cannot legally provide informed consent — most commonly children or people with certain cognitive disabilities. Unlike informed consent, assent does not carry the same legal weight but…
Assessment Descriptor(also: Visual Attribute Descriptor)
Brief visual attributes of objects — such as color, size, dimensions, and distance from the user — provided alongside obfuscated or spotlighted content to help users verify whether privacy techniques are working correctly. Research with blind participants has shown that common…
Assets-Based Design(also: Strengths-Based Design, Asset-Based Approach)
A design philosophy that focuses on the existing strengths, capabilities, resources, and strategies of users rather than defining them primarily by their deficits or limitations. In accessibility and aging contexts, assets-based design means building technology that integrates…
Assisted Living Technology(also: Assistive Living Technology, Ambient Assisted Living, AAL)
Technology systems designed to help people with disabilities, chronic conditions, or age-related limitations live more independently in their homes or residential facilities. This includes smart home automation, health monitoring, fall detection, medication reminders, and…
Assisted Photography(also: Accessible Photography, Camera Aiming Assistance)
Assisted photography refers to technologies and techniques that help people with visual impairments take photographs by providing non-visual feedback about camera aiming, composition, and image quality. These systems typically use computer vision to analyze the camera view and…
Assistive AI(also: AI for Accessibility, Accessible AI, Accessibility AI)
Artificial intelligence systems designed specifically to support disabled people in performing tasks, accessing information, or navigating their environments. Examples include object recognition tools for blind users, automatic captioning for deaf users, and predictive text for…
Assistive Communication(also: Assisted Communication)
Any method, device, or system used to supplement or replace natural speech and writing for people who have difficulty with spoken or written language. Assistive communication encompasses a broad range of approaches, from low-tech solutions like picture boards and communication…
Assistive Device(also: Assistive Aid, Low-Vision Aid)
Any device, tool, or technology that helps a person with a disability perform tasks that might otherwise be difficult or impossible. In low-vision contexts, assistive devices range from optical aids (magnifiers, telescopes, specialized glasses) to electronic devices (video…
Assistive Device Design(also: AT Design)
The process of developing assistive technologies and devices to meet the needs of people with disabilities. Effective assistive device design requires involving end users as active participants throughout the design process, from initial concept generation through prototyping,…
Assistive Drone(also: Assistive UAV, Assistive Quadcopter)
A small unmanned aerial vehicle configured to assist a person with a disability — most often a blind or low-vision user — with tasks such as locating objects, navigating unfamiliar environments, scanning distant signage, and previewing walking-path conditions. Compared to…
Assistive Listening Device(also: ALD, Hearing Assistive Technology)
Any device designed to improve audibility for a person with hearing loss, beyond or in addition to a hearing aid or cochlear implant. Common examples include personal amplifiers, FM and radio-frequency systems, infrared systems, and induction loop (hearing loop) systems…
Assistive Music Technology(also: AMT, Adaptive Music Technology)
Hardware and software tools specifically designed or adapted to enable people with disabilities to create, perform, compose, or enjoy music. Examples include screen reader-compatible digital audio workstations, Braille music displays, haptic music notation systems, and…
Assistive Robot(also: Personal Assistive Robot, Socially Assistive Robot, Caregiving Robot)
A robot designed to assist people with disabilities, older adults, or those with chronic conditions in performing daily activities or maintaining independence. Assistive robots may provide physical assistance (manipulation, mobility), cognitive support (reminders, step-by-step…
Assistive Robotics(also: Rehabilitation Robotics, Assistive Robots)
Robotic systems designed to assist people with disabilities in performing daily tasks, enhancing independence, and improving quality of life. Assistive robotics includes robotic arms for manipulation, autonomous cleaning devices, mobility aids, and telepresence robots. In smart…
Assistive Services(also: Crowdsourced Assistive Services, Human-powered Accessibility Services)
On-demand services that pair people with disabilities with remote human helpers, often via crowdsourcing or a dedicated responder network, to answer accessibility questions or perform small assistive tasks. Examples include visual-question-answering tools for people who are…
Assistive Strategy(also: Access Strategy)
Any approach, technique, or workaround that a disabled person develops to navigate inaccessibility and meet their needs. Unlike formal assistive technologies, assistive strategies may be informal, improvised, and deeply personal—ranging from choosing specific providers to…
Assistive Suitcase(also: Robotic Suitcase, Smart Suitcase)
A mobility aid in the form factor of a rolling travel suitcase that has been augmented with sensors, computing, and feedback mechanisms to help blind or low-vision travellers navigate public spaces. The suitcase form factor is appealing because it is socially unobtrusive in…
Assistive Technology(also: AT)
Any item, piece of equipment, software, or product system used to increase, maintain, or improve the functional capabilities of people with disabilities. Assistive technology ranges from low-tech solutions like grip aids and magnifiers to high-tech devices like screen readers…
Assistive Technology(also: AT, Adaptive Technology)
Any device, software, equipment, or system that is used to increase, maintain, or improve the functional capabilities of people with disabilities. Assistive technology spans a broad range from low-tech solutions like magnifying glasses and walking canes to high-tech systems such…
Assistive Technology Abandonment(also: AT Abandonment, AT Non-Use, Device Abandonment)
The phenomenon where people with disabilities stop using or choose not to use assistive technology devices that have been provided to them. Abandonment can result from multiple factors including poor device fit, discomfort, lack of training, cost of maintenance, social stigma…
Assistive Technology Abandonment(also: AT Abandonment, Technology Discontinuance)
The phenomenon of users with disabilities ceasing to use an assistive technology device or system after initial adoption. Research identifies several predictors of abandonment, including failure to consider user opinions during design, lack of training, poor device performance,…
Assistive Technology Act(also: AT Act, Tech Act)
United States federal legislation that provides funding to states for assistive technology programs, including device demonstrations, lending libraries, and reutilization services. First enacted in 1988 and reauthorized multiple times, the AT Act supports state-level programs…
Assistive Technology Assessment(also: AT Assessment, Assistive Technology Evaluation, AT Evaluation)
An assistive technology assessment is a systematic evaluation process to identify the most appropriate assistive technology solutions for an individual with a disability. The assessment typically considers the person's abilities, goals, environments, and tasks to recommend…
Assistive Technology Curriculum(also: AT Curriculum, Adaptive Technology Curriculum, Accessibility Curriculum)
An assistive technology curriculum is a structured educational programme that teaches the principles, design, evaluation, and implementation of technology aids for people with disabilities. Such curricula typically span topics including disability awareness, accessibility…
Assistive Technology Delivery(also: AT Service Delivery, Assistive Technology Provision)
The process of identifying, selecting, providing, and supporting assistive technology for individuals with disabilities. Effective AT delivery involves assessing a person's needs and abilities, matching them with appropriate technology, providing training and instructional…
Assistive Technology Ecosystem(also: AT Ecosystem, AT Service Delivery Ecosystem)
The complete network of interconnected elements required for assistive technology to be effectively provided, adopted, and sustained, including the technology itself, trained professionals, assessment and fitting services, maintenance and repair infrastructure, funding…
Assistive Technology Information Gap(also: AT Information Gap)
The significant disparity in access to accurate, comprehensive, and contextually relevant information about assistive technology products, services, and best practices, particularly affecting people with disabilities in low and middle-income countries. This gap is caused by…
Assistive Technology Lending Library(also: AT Lending Library, AT Library)
A service, often operated by state agencies or nonprofits, that allows individuals with disabilities to borrow assistive technology devices for trial periods before purchasing them or as a long-term resource. Lending libraries reduce the financial risk of trying new AT and help…
Assistive Technology Mainstreaming(also: Mainstreaming, AT Mainstreaming)
A design philosophy and practice where assistive technology features are integrated into mainstream consumer products rather than developed as separate, specialized devices. Examples include smartphones with built-in screen readers, tablets used for AAC, and headphones that also…
Assistive Technology for Cognition(also: ATC, Cognitive Assistive Technology, Cognitive Prosthetics)
Technology designed to support cognitive functions such as memory, attention, planning, and problem-solving for people with cognitive impairments. This includes reminder apps, task prompting systems, navigation aids, and other tools that compensate for difficulties in…
Assistive device customization(also: AT personalization, Custom assistive technology)
The process of tailoring assistive technology devices to match an individual's specific physical dimensions, functional abilities, preferences, and activity requirements. Traditional AT customization involves ordering from catalogs with limited options and long wait times, or…
Assistive technology(also: AT)
Any device, software, or equipment that helps people with disabilities perform tasks that would otherwise be difficult or impossible. In digital accessibility, this includes screen readers, screen magnifiers, switch devices, eye-tracking systems, voice recognition software, and…
Assistive use exception(also: Assistive use legal exception, Assistive purpose exception)
A proposed legal framework that would permit the use of always-on sensing technologies (such as wearable cameras or microphones) for assistive purposes in contexts where recording is otherwise prohibited, analogous to how service animals are allowed in no-pet spaces under the…
AssistiveTouch
An iOS accessibility feature that provides an on-screen menu of customizable touch-based shortcuts, allowing users to perform gestures and actions that might otherwise require physical buttons or complex multi-finger gestures. AssistiveTouch is particularly helpful for people…
Astigmatism
A common refractive error caused by an irregularly shaped cornea or lens, resulting in blurred or distorted vision at all distances. The cornea is shaped more like a rugby ball than a sphere, causing light to focus on multiple points rather than one. Astigmatism frequently…
Asymmetric Gameplay(also: Asymmetric Game Design, Asymmetric Multiplayer)
A game design approach where different players have different roles, abilities, information, or challenges within the same game. In the context of accessibility, asymmetric gameplay is a promising strategy for mixed-ability gaming because it allows each player's role and…
Asynchronous Communication(also: Async Communication)
Communication that does not occur in real time, allowing participants to send and receive messages at different times. In educational and workplace contexts, examples include email, discussion forums, recorded lectures, and messaging platforms. Asynchronous communication…
Asynchronous Control(also: Self-Paced Control, Asynchronous BCI)
A mode of interaction with a computer or assistive device where the user can issue commands at any time of their choosing, rather than being constrained to respond within system-defined time windows. In brain-computer interface research, asynchronous control is contrasted with…
Asynchronous Learning(also: Asynchronous Instruction)
A mode of education in which learners engage with instructional content on their own schedule rather than in real time with an instructor, typically via pre-recorded videos, written materials, or interactive modules. For accessibility, asynchronous learning removes some barriers…
At-Risk Populations(also: Vulnerable Populations)
Groups that are more likely to experience harm from digital attacks, surveillance, institutional discrimination, or other threats, and are disproportionately affected when such harms occur. Originally a security research term, it extends beyond traditionally recognized…
Ataxia(also: Cerebellar Ataxia)
A neurological condition characterized by impaired coordination and control of voluntary movements, typically caused by damage to the cerebellum or its connections. People with ataxia may experience unsteady gait, tremors, slurred speech, and difficulty with fine motor tasks…