Glossary
Searchable terminology from accessibility, web standards, and related fields.
15 results found in Health Technology.
- AgeTech (Age tech, Technology for older adults)
- A broad category of technology designed to support older adults in aging well, living independently, and managing age-related health conditions. AgeTech spans smart-home monitoring, voice assistants, …
- Collaborative Tracking (Collaborative Self-Tracking)
- Collaborative tracking is the practice of multiple people - typically a person with a health condition and their caregivers or allies - contributing to and reviewing shared health or behaviour data. I…
- Cueing (External Cueing, Sensory Cueing)
- In rehabilitation, cueing is the delivery of external sensory stimuli - visual, auditory, or somatosensory - that guide or trigger a motor action. Cueing is used most prominently in Parkinson's diseas…
- Dialogue of Care (Care Dialogue, Care Communication)
- The ongoing exchange of information, observations, and concerns between a person receiving care and their carers — whether professional, familial, or informal. In assistive technology and telecare con…
- Digital Health (eHealth, Digital Health Intervention)
- The use of digital technologies — including mobile apps, social media platforms, wearables, telemedicine, and AI tools — to deliver, coordinate, or support healthcare services and health information. …
- Digital Well-Being (Digital wellbeing, Digital wellness)
- A field of research, design, and consumer technology focused on supporting healthy, intentional relationships between people and their devices. Digital well-being spans screen-time tracking, attention…
- EndeavorRx (Endeavor Rx, EndeavorRx DTx)
- The first FDA-cleared prescription digital therapeutic for children with ADHD, cleared in June 2020. EndeavorRx is a mobile video game designed to improve attention function in children aged 8-12 with…
- Exergames (Exertion games, Active video games, AVGs)
- Video games designed to require physical exertion — whole-body movement, resistance, or sustained aerobic activity — as the primary input modality. Exergames span consumer titles (e.g., Wii Fit, Ring …
- Gait Training (Gait Rehabilitation)
- Gait training is therapeutic practice aimed at improving walking function - velocity, stride length, symmetry, stability, and cadence - in people with neurological or musculoskeletal impairments. It i…
- Health Data Visualization (Health Data Display, Patient Data Visualization)
- The presentation of personal health information — such as blood glucose levels, blood pressure readings, activity data, or medication schedules — in visual formats including graphs, charts, trend line…
- Persuasive Technology (Captology, Behavior Change Technology)
- Interactive computing systems designed to change users' attitudes or behaviors through persuasion rather than coercion. Common persuasive techniques include goal-setting, self-monitoring, rewards, rem…
- Physiological Sensing (Biosensing)
- Measuring bodily signals - such as heart rate, galvanic skin response, skin temperature, respiration, or muscle activity - to infer aspects of a user's physical or affective state. Physiological sensi…
- Serious Games for Health (SG4H, Health Games, Therapeutic Games)
- Serious Games for Health (SG4H) are video games designed primarily for clinical, rehabilitative, or health-education outcomes rather than entertainment, while still using game mechanics, narrative, an…
- Stroke Recovery (Stroke Rehabilitation, Post-Stroke Rehabilitation)
- The process of regaining physical, cognitive, and communicative abilities lost or impaired following a stroke (cerebrovascular accident). Stroke is the leading cause of adult disability, with survivor…
- Well-being Monitoring (Health Monitoring, Remote Health Monitoring, Ambient Assisted Living)
- The use of sensors, devices, and software systems to track and report on an individual's health and daily living indicators — such as mobility, sleep patterns, eating and drinking habits, personal hyg…