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…