Glossary

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

126 results found in Interaction Design.

Elicitation Study (Gesture Elicitation Study)
An elicitation study is a user research method in which participants are shown the effect of an action (called a referent) and asked to propose the input or gesture (called a sign) that should cause i…
Embodied Experience (Embodied Interaction, Embodiment (UX))
The dimension of user experience that arises from the body's sensory and kinaesthetic encounter with a system or environment — motion, vibration, balance, proprioception, ambient sound, and felt pace …
Execution Gap (Gulf of Execution)
From Don Norman's model of human-computer interaction, the distance between a user's goals and the physical actions required to achieve them using a given system. A system with a wide execution gap fo…
Expert User (Advanced User, Power User)
A user who has substantial experience with a system and has internalised its structure, commands, and idioms. Expert users typically prefer direct, efficient interaction — keyboard shortcuts, command-…
Eyes-Free Interaction (Eyes-Free, Eyes-Free Gaming, Eyes-Free Interface)
Eyes-free interaction refers to the use of digital systems and interfaces without relying on visual output, using alternative modalities such as audio, haptic feedback, or speech. In gaming contexts, …
Eyes-free Interaction (Eyes-free Input, Nonvisual Interaction, Eyes-free Interface)
Interaction techniques that allow users to operate devices without looking at the screen or interface. Eyes-free interaction is essential for people who are blind, but also benefits sighted users in c…
Feedback Design (System Feedback, User Feedback Design)
The design of system responses that communicate to users what is happening, what the system understood, and what actions are needed. Effective feedback design is critical in assistive technology, wher…
Fisheye View (Fisheye Lens, Graphical Fisheye)
A focus+context visualization technique, introduced by Furnas, that magnifies a region of interest while progressively compressing surrounding context — analogous to a fisheye camera lens. Used in tre…
Fitts' Law (Fitts Law)
A predictive model of human movement that describes the time required to move to a target as a function of the target's size and distance from the starting point. Formulated by Paul Fitts in 1954, the…
Fitts's Law (Fitts Law, Fitts' Law)
A predictive model of human movement that describes the time required to rapidly move to a target area as a function of the distance to the target and the target's size. Smaller and more distant targe…
Focus Management (Focus Control, Programmatic Focus)
The practice of controlling which element on a web page or application receives keyboard focus, and ensuring that focus moves in a logical and predictable manner as users interact with the interface. …
Focus and Context (Focus+Context, Detail in Context)
An information visualization and interaction design principle that simultaneously presents detailed information about a specific item of interest (focus) alongside an overview of the surrounding struc…
Focus+Context (Focus plus Context, Focus and Context)
A visualization interaction paradigm that integrates a detailed focus region and its surrounding context into a single unified view, rather than separating them. Techniques include fisheye views, sema…
Force Field (Haptic Force Field, Virtual Force Field)
In haptic interface design, a computational model that defines attractive or repulsive forces at each point in a two-dimensional workspace, used to represent graphical user interface elements as tacti…
Functional Colour (Functional Color)
Functional colour is a design technique for auditory interfaces where visual colour distinctions are replaced with alternative identifiers — typically numbers or mnemonic labels — that convey the same…
Gamification (Game-Based Learning)
The application of game design elements and principles in non-game contexts to increase engagement, motivation, and learning outcomes. In reading accessibility, gamification has been used in literacy …
Gestural Input (Gesture-based Input, Touch Gestures)
Input methods that interpret finger movements on a touchscreen as commands, including taps, swipes, pinches, and multi-finger gestures. For blind users, gestural input must be performed without visual…
Graspable Interface (Graspable User Interface)
A graspable interface is a type of tangible user interface in which users interact with a computer system by physically grasping and manipulating real-world objects that are tracked by the system, typ…
Haptic Consent (Vibrotactile Consent)
A consent model in which the request for, agreement to, and revocation of consent are communicated through touch or vibration rather than speech. Haptic consent is motivated by accessibility: many neu…
Haptic Icon (Hapticon)
A short, structured vibrotactile or force pattern designed to carry meaning in the same way a graphical icon or audio earcon does, allowing users to recognize a category of information — an alert, mat…