Glossary

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

55 results found in HCI.

Infrastructural Inversion
A methodological move, articulated by Geoffrey Bowker and Susan Leigh Star, that foregrounds the usually invisible infrastructure underpinning everyday action — categories, standards, procedures, sile…
Infrastructuring
A theoretical lens from HCI, CSCW, and participatory design (developed from the work of Susan Leigh Star, Karen Ruhleder, Volkmar Pipek, and Volker Wulf) that treats infrastructure not as a finished a…
Interaction Analysis
A qualitative research method for studying knowledge and action in interaction with people, objects, and environments — typically through close observation of video or screen recordings, annotating vi…
Interactional Synchrony
The coordinated, often unconscious alignment of conversational partners' body postures, gestures, gaze, vocal rhythm, and facial expressions during social interaction. Research in social psychology an…
Multimodal Sensing (Multi-Modal Sensing)
The simultaneous capture of data through multiple sensor channels - for example, combining physiological signals (heart rate, galvanic skin response, skin temperature) with behavioural signals (motion…
Multisensory Interaction (Multisensory HCI)
Multisensory interaction is an HCI research area concerned with designing and studying systems that engage two or more human senses - sight, hearing, touch, smell, taste, proprioception - simultaneous…
Narrative-Flip Method (Narrative flip)
A qualitative HCI research method in which participants first encounter a technology or artifact without knowing its origins or intent, reflect on it, and only afterwards are told its disability-led, …
Non-Use (Technology Non-Use, Technology Refusal)
A research tradition in HCI that takes seriously the choice not to use a technology — treating refusal, abandonment, and selective engagement as meaningful, reasoned behaviour rather than as failure. …
Nudge (Nudging)
A small change in the presentation, default, or framing of a choice that systematically influences decisions without removing options or significantly altering incentives. Introduced to behavioural ec…
Perpetual Contact
Perpetual contact is a sociological term coined by James Katz and Mark Aakhus to describe the state, enabled by mobile phones and later by ubiquitous internet messaging, in which people maintain const…
Persona Design (Design Personas, User Personas)
A user-centered design technique in which designers create fictional but grounded profiles of representative users — demographics, goals, context, pain points — to guide design decisions when direct u…
Point of Infrastructuring (PoI)
A concept from Pipek and Wulf's infrastructuring theory naming the moment at which users become aware of the technology they depend on - typically when it breaks, behaves unexpectedly, or no longer su…
Positive Computing (Positive Technology)
A design approach articulated by Rafael Calvo and Dorian Peters (2014) and extended by Riva, Gaggioli and colleagues that intentionally orients information and communication technology toward supporti…
Posthumanism (Posthumanist Design, More-than-Human Design)
A theoretical orientation in design and HCI that decenters the human as the sole agent of value and instead considers nonhuman animals, plants, ecosystems, and even technological artifacts as particip…
Practice-based Learning (Iterative Practice)
An approach to learning that organises instruction around short, repeatable cycles of attempting a task, receiving feedback, and refining performance, rather than around passive content consumption. P…
Provocation (HCI) (Design provocation, Provotype)
In human-computer interaction, a designed artifact whose purpose is to unsettle assumptions, provoke debate, or surface hidden values rather than to solve a defined problem. Provocations draw on tradi…
Queer Theory in HCI (Queering HCI, Queer Design)
The application of queer theory to human-computer interaction research and design, challenging heteronormative and binary assumptions embedded in technology. Queer theory in HCI questions how technolo…
Relational Accessibility (Relational Access)
An approach to accessibility that treats access as something co-constructed between people in everyday life, rather than a property of an individual user, tool, or environment. Relational accessibilit…
Research Probe (Design Research Probe, Technology Probe)
A purpose-built, partially functional artefact — often a software prototype, sensor, or interactive installation — deployed in a study not primarily to deliver a finished product but to provoke reflec…
Research-through-Design (RtD)
A research methodology, articulated by Zimmerman, Forlizzi, and Evenson (2007), in which the act of designing artefacts is itself the mode of inquiry. Knowledge is produced through iterative cycles of…