Glossary

Searchable terminology from accessibility, web standards, and related fields.

55 results found in HCI.

Augmented Feedback (Extrinsic Feedback)
Feedback provided by an external system - visual, auditory, haptic, or multimodal - that supplements the intrinsic sensory feedback a learner receives from their own body during a motor task. Augmente…
Closed-loop Interaction (Closed-Loop Feedback, Perform-Assess-Adjust Cycle)
An interaction pattern in which a system continuously observes the user's action, evaluates it, and returns immediate feedback that shapes the next attempt, producing an iterative perform-assess-adjus…
Cognitive Artifact (Cognitive Artefact)
An artificial device — physical or digital — designed or appropriated to maintain, display, or operate on information in ways that support human cognitive performance. The term was codified by Don Nor…
Confederate (Research Confederate, Study Confederate)
A person who plays a scripted role in a research study while appearing to participants as a naive participant, bystander, or user. Confederates allow researchers to observe how true participants behav…
Counteractive Frictions (Counteractive Friction)
A concept introduced by Ly et al. for the deliberate, strategically produced disruptions that marginalised communities generate to contest hegemonic infrastructures — petitions, protests, Human Rights…
Counterventions (Countervention)
A concept introduced by Rua Williams, Louanne Boyd, and Juan Gilbert for reflexive interventions in HCI and design that unsettle ableist norms by shifting focus from individual deficit to exclusionary…
Crip HCI
An orientation within human-computer interaction that brings crip theory and crip technoscience into the methods, design practices, and evaluation frameworks of computing research. Rather than asking …
Critical Computing
An umbrella term for HCI and computer-science scholarship that interrogates the values, power relations, and social consequences of computing technologies rather than taking their benefits as given. C…
Critical Technical Practice (CTP)
A research stance, articulated by Philip Agre in 1997, in which technologists reflect critically on the assumptions built into their own systems while continuing to build. Critical technical practice …
Designing with Friction (Friction by Design)
An HCI design stance, associated with Matthias Korn and Amy Voida, that argues for deliberately introducing friction into interactive systems to surface politics, provoke reflection, and enable democr…
Embodied Experience (Embodied Interaction, Embodiment (UX))
The dimension of user experience that arises from the body's sensory and kinaesthetic encounter with a system or environment — motion, vibration, balance, proprioception, ambient sound, and felt pace …
Embodied Skill Learning (Motor Skill Learning)
A view of learning in which acquiring a skill - such as a sign language gesture, a musical performance, a sport movement, or a rehabilitation exercise - depends on coordinated bodily action rather tha…
Execution Gap (Gulf of Execution)
From Don Norman's model of human-computer interaction, the distance between a user's goals and the physical actions required to achieve them using a given system. A system with a wide execution gap fo…
Feminist HCI
An approach to human-computer interaction research and design articulated by Shaowen Bardzell that brings feminist theory, values, and methods into HCI practice. Feminist HCI foregrounds pluralism, em…
Fitts's Law (Fitts Law)
Fitts's law is a predictive model of human movement that describes the time required to rapidly move to a target area as a function of the distance to the target and the target's size. Widely used in …
Help-Seeking (Help seeking behavior)
The deliberate process of asking for, searching for, or otherwise obtaining assistance to complete a task, learn a feature, or resolve a breakdown. In accessibility contexts, help-seeking is often sha…
Human-Nature Interaction (HNI)
A research area within human-computer interaction concerned with how people perceive, access, and engage with natural environments, and how technology can mediate that relationship. HNI draws on envir…
Implicit Interaction (Implicit Input, Implicit Human-Computer Interaction)
Implicit interaction refers to user input that the system infers from natural behaviors not explicitly performed for the purpose of issuing commands, such as gaze, gait, posture, physiological signals…
In-Situ Deployment (In-Situ Study, Field Deployment Study)
A research methodology in which a functional prototype or product is installed on participants' own devices and used in their everyday environment over days, weeks, or months, rather than in a control…
Information Foraging Theory (IFT)
A theory proposed by Pirolli and Card describing how people seek information by adaptively optimising for maximum information gain with minimum effort, analogous to animal foraging. Key constructs inc…