Glossary

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

110 results found in Human-Computer Interaction.

Multimodal Natural Language Generation (Multimodal NLG)
Natural language generation systems that produce output coordinated across more than one modality — typically combinations of text or speech with graphics, maps, animation, gesture, or tactile output.…
Networked Minds Social Presence Inventory (Networked Minds Measure of Social Presence, NMSPI)
The Networked Minds Social Presence Inventory is a self-report questionnaire developed by Biocca, Harms and colleagues to measure social presence - the sense of 'being together' with another person - …
Non-Speech Input (Non-Speech Acoustic Input, Non-Verbal Voice Input)
A method of controlling computers or devices using sounds produced by the human vocal tract that are not recognised words — such as humming, whistling, hissing, clicking, or varying pitch and volume. …
On-Body Interaction (Body-centric interaction, Skin input, On-body input)
An interaction paradigm that uses the surface of the user's own body as an input medium, typically through gestures like taps, swipes, or touches on the skin. On-body interaction leverages tactile and…
Peak Velocity
The maximum speed reached by a cursor or limb during a directed movement toward a target. In human-computer interaction research, peak velocity is a key metric for understanding pointing performance, …
Pen-based Interface (Stylus Interface, Pen Computing, Digital Pen Interface)
A computer interaction method that uses a stylus or digital pen as the primary input device, typically in combination with a graphics tablet or touchscreen. Pen-based interfaces can support handwritin…
Perceptual Cycle (Perceptual Response Time, Perceptual Processing)
In the Model Human Processor framework, the perceptual cycle is the time required for a person to perceive and register a stimulus from their environment, such as seeing a visual change on screen. The…
Perceptual Gap
A design failure identified by Choudhury (2026) in which an AI system's explanation is delivered through exactly the sensory channel that its user cannot access. For example, a Grad-CAM heat map overl…
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…
Physical Control (Direct Control, Direct Manipulation)
An interaction paradigm where the user directly manipulates on-screen objects or controls by pointing to them and acting on them, as with a mouse click or touch screen tap. In physical control, the fo…
Pitch Detection (Pitch Tracking, Fundamental Frequency Detection)
The computational process of determining the fundamental frequency (pitch) of an audio signal in real time. In accessibility, pitch detection is used in non-speech voice interfaces where changes in hu…
Point-and-Click (Point and Click, Click Target)
A fundamental interaction paradigm in graphical user interfaces where the user moves a cursor to a target on screen and activates it by pressing a button on a pointing device such as a mouse or trackp…
Pointing (Pointing Performance, Mouse Pointing, Cursor Pointing)
The act of moving a cursor or pointer to indicate a specific location on screen, typically to select, activate, or interact with an interface element. Pointing is a fundamental computer interaction th…
Programming by Example (PBE, Programming by Demonstration)
A technique in end-user programming where a system infers a generalizable program from concrete examples provided by the user, rather than requiring the user to write code directly. In accessibility c…
Proteus Effect
The Proteus Effect is a phenomenon, first described by Yee and Bailenson (2007), in which the appearance of a person's avatar influences how they think, behave and interact in virtual or augmented env…
RESOLV Icons (Representational Enumerated Semi-transparent Overlaid Labels for Voice)
A visual disambiguation technique for voice interfaces where semi-transparent numbered labels are overlaid on screen elements that match an ambiguous voice command. When a user speaks a command that c…
Relaxed Scoping (Flexible Scoping)
A voice navigation strategy that allows users to name any target on the screen directly without first navigating through a hierarchy. Relaxed scoping prioritizes efficiency by enabling single-command …
Reverse Privacy Paradox
The reverse privacy paradox is a pattern, described by Zhang and colleagues in research on LLM-based conversational agents, in which users appear to disregard privacy concerns in the moment of use whi…
Rigid Scoping
A voice navigation strategy that requires users to explicitly navigate through a hierarchical structure before issuing commands to specific targets. In rigid scoping, the user must first select a cont…
Robotic Social Attributes Scale (RoSAS, RoSAS-SF, Robotic Social Attributes Scale Short Form)
A validated psychometric instrument developed by Carpinella et al. (2017) that measures how people perceive the social attributes of a robot along three subscales: Warmth (how likable, friendly, and c…