Glossary

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

49 results found in User Experience.

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-…
Flow Theory (Flow State, Flow)
A psychological theory proposed by Mihaly Csikszentmihalyi describing the state of deep immersion and intrinsic enjoyment that occurs when a person is fully engaged in an activity whose challenge leve…
HHS Usability Guidelines (Research-Based Web Design and Usability Guidelines, Usability.gov Guidelines)
A comprehensive set of evidence-based web design and usability guidelines published by the U.S. Department of Health and Human Services (HHS). The guidelines cover areas including homepage design, pag…
Haptic Experience Model (HX Model, HX)
A framework proposed by Kim and Schneider for evaluating user experience with haptic technologies along five perceptual-experiential dimensions: autotelics (the pleasantness of the sensation), realism…
Intergenerational Design (Cross-Generational Design)
A design approach that considers the needs, preferences, and interaction patterns of users across different age groups and generations. Intergenerational design aims to create products and experiences…
Link Annotation (Link Augmentation, Link Labelling)
The practice of adding supplementary information to hyperlinks to help users make informed navigation decisions before clicking. In web accessibility, link annotations may include the accessibility le…
Link Preview (Link Destination Preview, Link Target Preview)
Information about the content or nature of a hypertext link's destination page, provided to users before they follow the link. Link previews help users make informed navigation decisions, reducing the…
Mental Model (Cognitive Model, User Mental Model)
A user's internal representation of how a system, interface, or environment works, built through experience and interaction. In web accessibility, mental models are critical because screen reader user…
Narrative Engagement (Story Engagement)
A multidimensional construct used in media studies and HCI research to capture how deeply a viewer is drawn into a story, including narrative understanding, attentional focus, narrative presence (the …
Novice User (Beginner User, First-Time User)
A user who is new to a particular system, task, or interface and has not yet built a mental model of its structure or vocabulary. Novice users typically benefit from menu-driven interfaces, prominent …
Perceived Accessibility (Subjective Accessibility, Accessibility-in-Use)
Perceived accessibility refers to the subjective quality by which users experience the accessibility of a website or application, as opposed to its objective compliance with accessibility standards. R…
Positive Design (Design for Subjective Well-Being)
A design framework, articulated by Desmet and Pohlmeyer, that explicitly targets human flourishing by attending to three components of subjective well-being: pleasure (positive affect in the moment), …
Satisficing
A decision-making strategy where users select the first option that appears "good enough" rather than evaluating all possibilities to find the optimal choice. Coined by Herbert Simon, satisficing is c…
Sense of Control (Perceived control, Locus of control (task-level))
A psychological construct describing a user's subjective feeling of agency over what a system does, distinct from objective control measures such as available options or task-completion rates. In acce…
Situational Trust (Situational Trust in Automation)
A context-sensitive form of trust in an automated system that varies moment-to-moment based on perceived system performance, environment, and the user's own capacity to intervene. Unlike dispositional…
Storyboarding (Storyboard)
A visual narrative technique, adapted from film, in which a sequence of sketched panels depicts how a user will interact with a product, service, or environment over time. Storyboards make abstract sc…
Technology Abandonment (Device Abandonment, Technology Discontinuance)
The phenomenon where users stop using a technology or assistive device after initial adoption, often due to poor usability, lack of perceived benefit, inadequate training, or misalignment with actual …
UEQ-S (User Experience Questionnaire - Short, Short UEQ)
UEQ-S is an eight-item short version of the User Experience Questionnaire, a standardised survey instrument that measures subjective user experience on a 7-point semantic-differential scale. It captur…
Usability (Ease of Use)
Usability is the extent to which a product, system, or service can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use,…