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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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SAE Automation Levels(also: SAE J3016, Levels of Driving Automation)
A six-level classification system (0-5) defined by SAE International that describes the degree of vehicle automation. Level 0 provides no automation; Levels 1-2 offer driver assistance features; Level 3 provides conditional automation where the vehicle can drive but a human must…
SAPI(also: Speech Application Programming Interface, Microsoft SAPI)
The Speech Application Programming Interface (SAPI) is a Microsoft Windows API that enables applications to use speech recognition and text-to-speech synthesis. SAPI provides a standardized interface between speech engines and applications, meaning that a synthetic voice built…
SARI(also: System output Against References and against the Input sentence)
An automatic evaluation metric for text simplification systems that compares a system’s output against both the original input sentence and a set of human-written simplification references, rewarding the system for adding appropriate words, keeping important words, and deleting…
SCORM(also: Sharable Content Object Reference Model)
A set of technical standards for e-learning software products, originally developed by the Advanced Distributed Learning (ADL) initiative. SCORM defines how learning content is packaged, sequenced, and communicated with Learning Management Systems (LMS), enabling…
SERPA(also: Streamlined Evaluation and Reporting Process for Accessibility)
A programmer-centric methodology for conducting and reporting website accessibility evaluations, proposed by Law, Jacko, and Edwards in 2005. SERPA restructures the traditional accessibility evaluation process around the needs and constraints of the developers who must implement…
SGML(also: Standard Generalized Markup Language)
An international standard (ISO 8879:1986) metalanguage for defining markup languages that describe the structure and content of electronic documents. SGML introduced foundational concepts including descriptive markup (tagging what content is, not how it should look), document…
SHAP(also: SHapley Additive exPlanations)
A unified framework for feature-importance explanations of machine-learning models, introduced by Lundberg and Lee in 2017, grounded in Shapley values from cooperative game theory. For any model and input, SHAP assigns each feature a value representing its contribution to that…
SHT Liaison(also: Smart Home Technology Liaison)
A role identified in accessibility research where a non-disabled person—often a caregiver, family member, or friend—takes responsibility for researching, setting up, troubleshooting, and maintaining smart home technology on behalf of a disabled user. Unlike the pilot-passenger…
SIGACCESS(also: ACM SIGACCESS, SIGCAPH, Special Interest Group on Accessible Computing)
The ACM Special Interest Group on Accessible Computing, the primary professional organization within ACM dedicated to accessibility research. Originally founded as SIGCAPH (Special Interest Group on Computers and the Physically Handicapped) in the 1970s, the group was renamed…
SLPAT(also: Speech and Language Processing for Assistive Technologies)
A special interest group jointly supported by the Association for Computational Linguistics (ACL) and the International Speech Communication Association (ISCA), focused on speech and language technology for assistive applications. SLPAT brings together researchers from…
SMART Matrix(also: Systems-Market Framework)
A framework for understanding assistive technology ecosystems developed by MacLachlan et al. that analyzes AT provision at three levels: micro (individual user — matching products to needs), meso (service provider — availability of assessment, training, maintenance services),…
SMIL(also: Synchronized Multimedia Integration Language)
A W3C XML-based markup language for describing multimedia presentations that combine audio, video, text, images, and other media with precise temporal and spatial synchronization. SMIL is significant for accessibility because it includes a MediaAccessibility module that defines…
SMILES(also: Simplified Molecular-Input Line-Entry System)
A text-based notation system that represents chemical molecular structures as short character strings, making them both machine-readable and human-readable. For accessibility, SMILES is significant because it provides a linear, non-visual way to represent chemical structural…
SMOG(also: SMOG Index, SMOG Grade, Simple Measure of Gobbledygook)
A readability formula developed by G. Harry McLaughlin in 1969 that estimates the years of education needed to understand a text, based on the number of polysyllabic words (three or more syllables) in a fixed sample of sentences. SMOG is widely used in healthcare communication…
SMOTE(also: Synthetic Minority Over-sampling Technique)
A data augmentation technique that addresses class imbalance in machine learning datasets by generating synthetic examples of the minority class rather than simply duplicating existing ones. SMOTE creates new instances by interpolating between existing minority class samples and…
SRT(also: SubRip, SubRip Text, SRT Subtitle Format)
SRT (SubRip Text) is a widely used plain-text subtitle file format originally created by the SubRip software for extracting subtitles from DVDs. An SRT file contains sequentially numbered subtitle entries, each with a time range (start and end timestamps in…
STEAM(also: STEAM education)
An extension of the STEM (Science, Technology, Engineering, and Mathematics) educational framework that explicitly integrates the Arts (design, music, visual art, storytelling, humanities). STEAM is often used in informal and inclusive learning contexts, including makerspaces…
STEM(also: STEM Education, Science Technology Engineering and Mathematics)
An acronym for Science, Technology, Engineering, and Mathematics, used to describe educational disciplines and career fields. In accessibility contexts, STEM engagement is particularly important because people with disabilities are severely underrepresented in these fields.…
STEM Accessibility(also: Accessible STEM, STEM for Students with Disabilities)
The design and delivery of science, technology, engineering, and mathematics education in ways that are accessible to students with disabilities. STEM accessibility is a particularly acute challenge for students with vision impairments, as STEM subjects heavily rely on visual…
STEM accessibility(also: Accessible STEM education)
The practice of making science, technology, engineering, and mathematics education and activities accessible to people with disabilities. STEM fields present particular accessibility challenges because they rely heavily on visual representations (diagrams, graphs, microscopy),…
STL File(also: Stereolithography File, Standard Triangle Language)
A file format widely used in 3D printing that describes the surface geometry of a three-dimensional object using triangular facets. STL files are the standard format for sharing 3D-printable designs on repositories like Thingiverse. In assistive technology programs, curated…
SUDS(also: Subjective Units of Distress Scale, Subjective Units of Disturbance Scale)
A self-report scale, typically ranging from 0 to 100 or 0 to 10, used to measure the intensity of subjective distress or anxiety experienced by an individual in a given moment. SUDS ratings are widely used in exposure therapy for OCD and anxiety disorders to track anxiety levels…
SUMI(also: Software Usability Measurement Inventory)
A standardised questionnaire-based method for measuring software usability from the end user perspective. SUMI assesses five dimensions: efficiency, affect (user satisfaction), helpfulness, control, and learnability. In accessibility contexts, SUMI can be adapted alongside…
SUS(also: System Usability Scale)
Abbreviation for System Usability Scale, a ten-item questionnaire developed by John Brooke in 1986 that produces a single usability score from 0 to 100 based on user ratings of agreement with statements about a system. SUS is widely used in accessibility and HCI research because…
SVG(also: Scalable Vector Graphics)
An XML-based markup language for describing two-dimensional vector graphics, widely used on the web for icons, illustrations, data visualizations, and interactive graphics. Unlike raster images (JPEG, PNG), SVGs are composed of DOM elements that can be individually styled,…
SWIM Method(also: Someone Who Isn't Me, SWIM Technique, SWIM Video Prompts)
A participatory design technique where fictional characters ("someone who isn't me") are used in narrative scenarios to help co-designers envision and discuss technology concepts without the cognitive burden of self-reference. Particularly valuable in accessibility research with…
Saccade(also: Saccadic Eye Movement)
A rapid, ballistic eye movement that shifts the point of fixation from one location to another. Saccades are essential for visual search, reading, and scanning the environment. In low-vision rehabilitation, training saccadic eye movements helps individuals develop efficient…
Saccade(also: Saccadic Eye Movement)
A rapid, ballistic eye movement that shifts the point of gaze from one fixation location to another. Saccades typically last 20 to 200 milliseconds, and visual processing is largely suppressed during these movements. In accessibility and eye-tracking research, saccade patterns…
Safe Walking Technology(also: Safe Walking Aids, Walking Safety Devices)
Assistive technologies designed to help people with cognitive impairments, particularly dementia, walk safely outdoors. These devices typically combine GPS tracking, navigation assistance, fall detection, and emergency communication features. Safe walking technology aims to…
Safeguarding(also: Abuse Prevention, Protection from Abuse)
The set of policies, practices, and measures designed to protect vulnerable individuals — including people with disabilities, children, and older adults — from abuse, neglect, and exploitation. Safeguarding encompasses prevention through education and training, detection of…
Safety Check-in(also: Wellness Check-in, Check-in Call)
A safety check-in is a brief remote-communication exchange — most often a phone call, text, or app-based 'ping' — whose primary purpose is to confirm the safety and wellbeing of a person at a distance, rather than to exchange substantive information. The pattern is common in…
Sampling Bias(also: Selection Bias, Participation Bias)
A systematic error in research caused by non-random selection of participants, resulting in a sample that does not accurately represent the target population. In accessibility research, sampling bias is a significant concern because recruitment methods may exclude people with…
Sampling Method(also: Sampling, Page Sampling, Site Sampling)
A sampling method is a rule for selecting a subset of pages, screens, or components from a larger product to be evaluated for accessibility. Because full manual evaluation of every page on a real-world website, app, or PDF library is usually infeasible, every practical audit…
Sandbagging
The practice of deliberately underperforming in a competitive setting to obtain a more favourable handicap, ranking, or matchmaking placement, then exploiting that advantage in later matches. Sandbagging originates in handicapped sports such as golf and is a known risk for any…
Sans-Serif Font(also: sans serif, grotesque font)
A typeface that lacks the small projecting lines (serifs) at the ends of letter strokes. Sans-serif fonts like Arial, Helvetica, and Verdana are generally recommended for screen readability and are often preferred for users with dyslexia. Research shows sans-serif fonts lead to…
Satin Stitch
An embroidery stitch type that creates a smooth, flat fill by laying long or short parallel stitches closely together. Satin stitch produces a relatively smooth tactile surface and is commonly used to fill regions in both decorative and functional embroidery. In tactile…
Satisficing
A decision-making strategy where users select the first option that appears "good enough" rather than evaluating all possibilities to find the optimal choice. Coined by Herbert Simon, satisficing is common in web navigation, especially among older adults and users with cognitive…
Savoring
An emotion-regulation strategy involving the mindful noticing, appreciating, and intensifying of positive experiences — past, present, or anticipated future — to support subjective wellbeing. Savoring differs from general reminiscence in its deliberate focus on amplifying…
Scaffolded Learning(also: Scaffolding, Graduated Support)
An instructional approach that provides structured, temporary support to help learners progressively build skills, with support gradually reduced as competence increases. In assistive technology training, scaffolded learning involves starting with simplified configurations…
Scaffolded interaction(also: Structured interaction, Guided interaction)
A design approach where technology provides structured support that gradually guides users through increasingly complex social or cognitive tasks, with the system mechanics enforcing desired behaviours rather than merely encouraging them. In autism interventions, scaffolded…
Scaffolding(also: Instructional Scaffolding, Cognitive Scaffolding)
A support strategy that provides temporary, structured assistance to help a learner accomplish tasks they cannot yet perform independently. In digital accessibility, scaffolding can take the form of progressive disclosure, step-by-step guidance, contextual help, or adaptive…
Scalable Vector Graphics(also: SVG)
An XML-based vector image format for two-dimensional graphics that supports interactivity and animation. Unlike bitmap formats (JPEG, PNG, GIF) which store images as grids of pixels, SVG describes shapes, paths, and text mathematically, allowing images to scale without loss of…
Scanning(also: Switch Scanning, Sequential Scanning)
An input method used in augmentative and alternative communication (AAC) that allows users with severe motor impairments to make selections using one or more switches. The system sequentially highlights items in a vocabulary set, and the user activates a switch when the desired…
Scanning(also: Switch Scanning, Automatic Scanning)
An indirect selection method used in augmentative and alternative communication (AAC) and assistive technology where items (letters, words, or commands) are highlighted sequentially by the system, and the user activates a switch to select the currently highlighted item. In…
Scanning Delay(also: Tscan, Scan Rate, Dwell Time)
The time interval a scanning system waits before automatically advancing to highlight the next item. Setting scanning delay appropriately is critical for switch access users: too short causes selection errors because the user cannot respond quickly enough; too long dramatically…
Scanning Navigation(also: Non-Visual Scanning, Auditory Scanning)
A non-visual navigation strategy in which a screen-reader or voice-browser user steps rapidly through a page one fragment at a time — line by line, item by item, or in fixed jumps (e.g. page-down keys) — listening just long enough to each fragment to detect an 'information…
Scanning Rate(also: Scan Rate, Scan Speed, Dwell Time)
The speed at which options in a scanning interface are sequentially highlighted, typically measured in seconds per item. The scanning rate is a critical configuration parameter in switch-access systems — too fast and the user cannot react in time to make a selection, too slow…
Scanning System(also: Automatic Scanning, Group Scanning, Row-Column Scanning)
An assistive technology input method in which selectable items are sequentially highlighted on screen, and the user activates a switch (or other simple input) when the desired item is highlighted. Scanning systems are designed for people with severe motor disabilities who can…
Scanning interface(also: Switch scanning, Single-switch access)
An interaction method in which items on a screen are sequentially highlighted one at a time (or in groups), and the user activates a switch to select the currently highlighted item. Scanning interfaces provide computer access for individuals with severe motor impairments who can…
Scanpath(also: Gaze Path, Eye Movement Path)
The sequence of fixations and saccades (rapid eye movements) that represent how a person visually explores an interface or document. In accessibility and usability research, scanpath analysis reveals patterns in how users process visual information, which elements attract…