Glossary

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

25 results found in User Research.

Affinity Diagram (Affinity Diagramming, KJ Method)
A collaborative analysis method where team members organise large amounts of data — such as user research findings, design ideas, or usability issues — by writing individual items on sticky notes and …
Age-related Differences (Age Effects, Generational Differences)
The systematic variations in technology use, learning strategies, and task performance that occur across different age groups. Research consistently shows older adults take 1.5 to 2 times longer than …
Card Sorting (Card Sort)
A user research and information architecture method in which participants organise items (written on cards or displayed digitally) into groups that make sense to them, and may also label those groups.…
Co-design (Co-creation, Cooperative Design)
A design methodology where end users actively participate as partners throughout the design process, contributing their expertise and lived experience to shape solutions. In co-design, researchers and…
Computer Literacy (Digital Literacy, Technology Literacy, ICT Literacy)
A person's knowledge and ability to use computers and digital technology effectively. In accessibility research, computer literacy is an important variable when studying how different user groups inte…
Confederate (Research Confederate, Study Confederate)
A person who plays a scripted role in a research study while appearing to participants as a naive participant, bystander, or user. Confederates allow researchers to observe how true participants behav…
Delphi Method (Delphi Technique, Delphi Interview)
A structured research technique originally developed by the RAND Corporation for forecasting, in which a panel of experts participates in multiple rounds of questioning to reach consensus on a topic. …
Design Informant (Informant Design)
A participatory design role in which users contribute to the design process by providing input, preferences, and feedback, but the researcher retains responsibility for interpreting this data and maki…
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…
Ethnographic Study (Ethnography, Ethnographic Research)
A qualitative research methodology originating in anthropology that involves prolonged, immersive observation of people in their natural environments to understand their behaviours, practices, and soc…
Ethnography (Ethnographic Research, Ethnographic Methods)
A qualitative research methodology originating in anthropology that involves observing people in their natural environments to understand their behaviours, practices, and social interactions in contex…
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-…
In Situ Study (Field Study, In-the-Wild Study, Remote Study)
An in situ study is a research method where participants are observed or data is collected in their natural environment rather than in a controlled laboratory setting. In accessibility research, in si…
Inattentional Blindness (Perceptual Blindness)
Inattentional blindness is the failure to notice a fully visible but unexpected object or feature when attention is directed elsewhere. It is distinct from change blindness (failure to notice a change…
Individual-Technology Fit (ITF, User-Technology Match)
A framework for matching individual users with the most appropriate assistive technology based on their personal characteristics and the technology's requirements. In brain-computer interface contexts…
Input Logging (Keystroke Logging, Input Event Logging)
The practice of recording detailed timestamped data about keyboard and mouse events — including key presses, releases, mouse movements, clicks, and button states — for analysis of user interaction pat…
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 …
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 …
Probing (Link Probing, Exploratory Browsing)
Probing is a browsing behavior where a user follows a link to see where it leads and then immediately returns to the previous page. It is commonly observed among blind and screen reader users as a cop…
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…