Glossary

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

840 results found in assistive technology.

Emotional Design
A framework developed by Don Norman describing how people evaluate and form attachments to products through three cognitive levels: visceral (immediate sensory and aesthetic responses), behavioral (fu…
Empathy Lab (Accessibility Lab, Assistive Technology Lab, AT Lab)
A dedicated physical or virtual space where designers, developers, and other team members can experience digital products using assistive technologies and simulations of various disabilities. Empathy …
End Effector (Haptic Stylus, Haptic Pen)
The physical component of a haptic device that the user directly touches or manipulates to interact with a virtual environment. In assistive technology contexts, end effectors translate digital inform…
Energy Conservation (Energy management)
Energy conservation refers to a set of self-management strategies designed to help people with chronic conditions, fatigue-related disabilities, or fluctuating energy levels maintain function and inde…
Enhanced Activities of Daily Living (EADLs, EADL (gerontology), Advanced Activities of Daily Living)
In gerontology and human-robot interaction research, the highest tier of everyday activities — higher-order social, recreational, and civic pursuits that enable full participation in society, such as …
Enhanced Area Touch (Area Touch, Expanded Touch Area)
A touchscreen interaction technique that enlarges the effective touch point from a single pixel to a larger circular area, expanding both the motor space (the physical area the user needs to target) a…
Environmental Awareness (Situational Awareness, Environmental Sound Awareness)
The perception and understanding of what is happening in one's physical surroundings, particularly through auditory cues. For Deaf and hard of hearing individuals, environmental awareness is often red…
Envision AI (Envision)
An AI-powered visual assistance technology available as a smartphone app and as smart glasses that provides scene descriptions, text reading, and object identification for blind and low vision users. …
Equalization (EQ, Audio Equalization, Adaptive Equalization)
The process of adjusting the balance of frequency components in an audio signal by boosting or attenuating specific frequency bands. In accessibility contexts, adaptive equalization can be used to com…
Exergame (Exercise Game, Active Video Game, Exergaming)
A video game that requires physical movement or exercise as the primary input mechanism, combining gameplay with physical activity. Exergames have been developed for consoles, virtual reality systems,…
Exergame (Exercise game, Active video game, Fitness game)
A video game that requires physical movement or exercise as the primary interaction mechanism, combining gameplay elements like scoring, levels, and achievements with physical activity. Accessible exe…
Exergaming (Exercise Gaming, Active Gaming, Exergames)
A category of digital games that require physical movement or exercise as the primary means of interaction, combining gameplay with physical activity. Exergames use motion sensors, pressure pads, came…
Exoskeleton (Robotic Exoskeleton, Wearable Exoskeleton)
A wearable mechanical or robotic device that fits around a part of the body — typically the hand, arm, or leg — and provides powered movement assistance, resistance, or guided motion. In rehabilitatio…
Explore by Touch (Touch Exploration)
A screen reader interaction mode on touchscreen devices in which users drag their finger across the screen to discover and hear descriptions of interface elements beneath their fingertip. When Explore…
Extended Reality (XR, Cross Reality)
An umbrella term encompassing all immersive technologies that blend physical and virtual environments, including virtual reality (VR), augmented reality (AR), and mixed reality (MR). In accessibility,…
Eye Tracking (Gaze Tracking, Eye-Tracking)
A research methodology and assistive technology that measures where a person looks (fixation points), how their gaze moves across a display (saccades), and how long they focus on specific areas (dwell…
Eye Tracking (Gaze Tracking)
Technology that detects and follows the movement of a user's eyes, enabling gaze-based interaction, attention monitoring, and foveated rendering. In accessibility contexts, eye tracking serves as an a…
Eye-Gaze Control (Gaze Control, Eye-Controlled Interface, Gaze-Based Input)
An input method that uses eye-tracking technology to detect where a user is looking and translates gaze direction into control commands for computers, wheelchairs, communication devices, and other sys…
Eyelid Gesture (Eyelid Interaction, Eyelid-Based Input)
An eyelid gesture is a deliberate eye movement used as an input method for controlling digital devices, involving intentional opening and closing of one or both eyelids in specific patterns, sequences…
Eyes-free interaction (Eyes-free interface, Non-visual interaction)
An interaction paradigm in which users operate technology without relying on visual feedback, instead receiving information through auditory, haptic, or other non-visual channels. Eyes-free interfaces…