Glossary

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

110 results found in Human-Computer Interaction.

Segmentation Problem (Stroke Segmentation, Input Segmentation, Gesture Segmentation)
The segmentation problem in text entry and gesture recognition refers to the challenge of determining where one input unit (such as a letter, word, or gesture) ends and the next begins when there is n…
Self-Adaptive System (Self-Adapting System, Adaptive Interface)
A software or hardware system that automatically monitors user behaviour and adjusts its configuration or interface to better suit the user's needs without requiring explicit manual intervention. In a…
Semiotic Inspection Method (SIM, MIS)
An evaluation method from Semiotic Engineering theory that systematically assesses the communicability of an interactive system by examining how well the designer's intended message is conveyed throug…
Shannon Entropy (Information Entropy, Source Entropy)
A measure of the average uncertainty or unpredictability associated with a set of possible outcomes, defined by Claude Shannon as H = -Σ p(x) log₂ p(x), where p(x) is the probability of each outcome. …
Simultaneous Assistance
Simultaneous assistance, described by Cynthia Bennett and Daniela Rosner, is a form of support in which help flows in multiple directions at once rather than unidirectionally from a non-disabled helpe…
Spatial Computing (Spatial interaction)
A paradigm of computing in which digital content is rendered and interacted with in three-dimensional physical space, typically via head-worn augmented or mixed reality devices (e.g., HoloLens, Magic …
Speech Acts Theory (Speech Act Theory, Illocutionary Acts)
A theory from the philosophy of language, originally developed by J.L. Austin and John Searle, which holds that utterances are not just statements of fact but also actions that accomplish things — suc…
Speech User Interface (SUI, Voice User Interface, VUI)
A user interface that enables interaction with a computer or device primarily through spoken language rather than through physical input devices like keyboards, mice, or touchscreens. Speech user inte…
Steering Law (Accot-Zhai Steering Law)
A predictive model of human movement describing the time required to navigate a cursor through a constrained path, such as a tunnel or curved corridor on screen. Proposed by Accot and Zhai as an exten…
Submovement (Movement Component, Movement Segment)
A discrete component of a larger aimed movement, separated from other submovements by pauses or changes in velocity. According to the Optimized Submovement Model from motor performance theory, a rapid…
Tablet Input (Graphics Tablet, Pen Tablet, Digitizer Tablet)
An input device consisting of a flat surface that detects the position and movement of a stylus or digital pen, translating physical writing and drawing motions into digital input. Graphics tablets (s…
Target Ambiguity (Command Ambiguity)
A usability problem in voice and speech-based interfaces where a user's spoken command could refer to more than one element on the screen. For example, if multiple buttons share the same label in diff…
Target Highlight Time (THT)
A performance measure used in human-computer interaction research that captures the time elapsed between when a user positions a pointer over a target and when they initiate an action on that target, …
Target Selection (Target Acquisition, Pointing)
The fundamental interaction task of moving a cursor or pointer to a specific location on screen and confirming selection, such as clicking a button or link. Target selection difficulty is affected by …
Task Analysis (Hierarchical Task Analysis, HTA)
A systematic method for breaking down complex activities into their component tasks, subtasks, and actions to understand how users accomplish goals when interacting with a system. In accessibility and…
Technology Probe
A simple, flexible technology deployed in real-world settings to gather data about user needs, preferences, and interaction patterns. Unlike polished prototypes, technology probes are intentionally op…
Time Diary (Time Use Diary, Activity Diary)
A research methodology in which participants record their activities, experiences, or events in real time or near-real time as they occur, rather than recalling them retrospectively. In accessibility …
Transfer Function (Mapping Function, Control-Display Gain)
A mathematical function that defines the relationship between an input signal and an output response in a control system. In assistive technology and pointer control, a transfer function determines ho…
Trimodal Feedback (Triple-Modality Feedback)
A form of interface feedback that delivers information through three simultaneous sensory channels — typically auditory, haptic, and visual. Trimodal feedback offers the highest level of redundancy in…
Usability Engineering
A systematic, structured approach to designing and evaluating user interfaces that applies engineering principles to usability. Usability engineering involves defining measurable usability goals, cond…