Glossary

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

229 results found in Research Methods.

Piggyback Prototyping (piggyback prototype, parasitic prototyping)
Piggyback prototyping is a research methodology in which researchers add new features or interventions to already-deployed, live systems rather than building standalone prototypes, enabling study of u…
Playtesting (Play testing)
A user-research method in game and interactive-system design in which representative users play an in-development game while researchers observe, collect think-aloud commentary, and conduct follow-up …
Point of Infrastructuring (PoI)
A concept from Pipek and Wulf's infrastructuring theory naming the moment at which users become aware of the technology they depend on - typically when it breaks, behaves unexpectedly, or no longer su…
Positionality Statement (Reflexivity Statement)
A short written statement, most commonly found in qualitative research papers and accessibility HCI publications, in which authors articulate the personal, cultural, professional, and disability-relat…
Power Spectral Density (PSD, Power Spectrum)
Power spectral density describes how the power of a time-varying signal is distributed across frequency components. It is a foundational tool in signal processing and shows up repeatedly in accessibil…
PrEmo (Product Emotion Measurement Instrument)
A non-verbal self-report tool for measuring emotional responses, developed by Pieter Desmet. PrEmo presents users with 14 cartoon-like icons representing seven positive emotions (joy, admiration, prid…
Practice-based Research (PbR)
A research approach, associated with Candy and Edmonds, in which creative practice itself is the vehicle for original inquiry and knowledge generation. Research questions arise from and are resolved t…
Prototyping (Prototype)
The iterative creation of tangible, interactive representations of a design - ranging from paper sketches and cardboard mock-ups to functional software builds - used to explore ideas, elicit feedback,…
Provocation (HCI) (Design provocation, Provotype)
In human-computer interaction, a designed artifact whose purpose is to unsettle assumptions, provoke debate, or surface hidden values rather than to solve a defined problem. Provocations draw on tradi…
Proxy Feedback (Proxy User Testing, Surrogate Feedback)
A user research method in which feedback on designs or prototypes is gathered from people who are close to the target users — such as carers, therapists, family members, or support workers — rather th…
Psycholinguistics
The scientific study of the cognitive and neural processes that underlie the production, comprehension, and acquisition of language. Psycholinguistic research measures phenomena such as reading and si…
Psychometric Evaluation (Psychometric Validation, Psychometric Analysis)
The process of assessing whether a measurement instrument (such as a questionnaire or survey) possesses desirable statistical properties including validity, reliability, and consistency. In accessibil…
Psychometric Test (Psychometric Assessment, Psychometric Evaluation)
A standardised measurement instrument designed to assess an individual's cognitive abilities, motor skills, perceptual speed, or other psychological attributes. In accessibility research and usability…
Psychomotor testing (Psychomotor assessment, Motor performance testing)
The measurement of cognitive-motor integration — how quickly and accurately a person can translate mental intentions into physical actions such as reaching, pointing, grasping, or tapping. Psychomotor…
Psychophysics
Psychophysics is the scientific study of the quantitative relationship between physical stimuli and the sensations and perceptions they produce. Founded in the 19th century, it uses rigorous experimen…
Pupillometry (Pupil Dilation Measurement)
A psychophysiological measurement technique that tracks changes in pupil diameter as an objective indicator of cognitive workload, mental effort, and emotional arousal. In accessibility research, pupi…
QUEST (Quebec User Evaluation of Satisfaction with Assistive Technology)
A standardised outcome measure designed to evaluate a person's satisfaction with their assistive technology device and the services related to it. QUEST 2.0 consists of 12 items rated on a five-point …
Qualitative Content Analysis (QCA)
A systematic qualitative research method for interpreting the content of text, interview transcripts, or other communication data by coding recurring patterns and organizing them into categories. QCA …
Qualitative Data Analysis (QDA, Qualitative Analysis)
A research methodology for systematically examining non-numerical data such as interview transcripts, field notes, audio recordings, images, and videos to identify patterns, themes, and meanings. The …
Quality of Life (QoL, WHOQOL)
Quality of life (QoL) is a multidimensional construct used in disability, rehabilitation, and accessibility research to capture well-being across physical health, psychological state, social relations…