Glossary

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

31 results found in design methodology.

Ability Model (Ability-Based User Model)
A representation of a user that focuses on what they can do rather than demographic characteristics or disability categories. Unlike traditional user models that capture preferences, background, or im…
Accessibility First (Shift Left Accessibility, Built-In Accessibility)
A design and pedagogical philosophy that treats accessibility as a foundational requirement from the very beginning of a project or course of study, rather than addressing it as an advanced topic or r…
Accessibility Retrofitting (Retrofitting, Accessibility Remediation)
The process of modifying existing products, websites, buildings, or systems after the fact to make them accessible to people with disabilities. Retrofitting is typically more expensive, time-consuming…
Assets-Based Design (Strengths-Based Design, Asset-Based Approach)
A design philosophy that focuses on the existing strengths, capabilities, resources, and strategies of users rather than defining them primarily by their deficits or limitations. In accessibility and …
Assistive Technology Abandonment (AT Abandonment, Technology Discontinuance)
The phenomenon of users with disabilities ceasing to use an assistive technology device or system after initial adoption. Research identifies several predictors of abandonment, including failure to co…
Behaviour-Driven Development (BDD, Behavior-Driven Development)
A software development methodology that extends Test-Driven Development by writing test cases as human-readable scenarios in natural language, describing expected system behaviour from the user's pers…
Co-Design (Participatory Design, Co-Creation)
A design methodology that actively involves end users, stakeholders, and domain experts as equal partners throughout the design process. In accessibility, co-design ensures that the people who will us…
Constrained Creativity (Constrained Design, Creative Constraints)
Constrained creativity is a design approach that supports creative expression by deliberately limiting the choices available to users, providing structure and boundaries within which they can create. …
Cripepistemology (Crip knowledge, Disabled knowledge)
A framework recognizing that disability itself is a valuable way of knowing about the world — that disabled people acquire deep, embodied knowledge from their experiences navigating inaccessible envir…
Culturally Responsive Design (Culturally Sensitive Design, Culture-Centered Design)
Culturally responsive design is an approach to creating products, services, and research methods that respects and incorporates the cultural values, practices, and communication norms of the communiti…
Design for User Empowerment (DfUE, Empowerment-Oriented Design)
A design philosophy that prioritizes giving users — particularly people with disabilities — the skills, tools, and agency to create, modify, and customize their own technology solutions rather than be…
Design-for-One (Design for One, Bespoke Design)
A design philosophy where systems are tailored to individual users rather than attempting to accommodate all users through a single universal solution. In contrast to universal design which seeks one …
Extreme Users (Lead Users, Edge Cases)
A design methodology that focuses on a small set of users with unusual, demanding, or outlying needs rather than statistically representative users. Developed by Pullin and Newell (2007), the approach…
Function-Centered Design (Function-Based Design, Functional Profile Design)
A design approach that organizes user needs around observed functional characteristics — such as attention span, motor control, sensory sensitivities, and communication abilities — rather than diagnos…
Iterative Design (Iterative Development, Design Iteration)
Iterative design is a methodology where designs are developed through repeated cycles of prototyping, testing, analyzing, and refining. Each iteration incorporates feedback from evaluation to improve …
Making (Maker Movement, Maker Culture)
Making refers to the practice of creating, building, or fabricating physical objects, often using tools like 3D printers, laser cutters, and electronics. In accessibility contexts, making encompasses …
Method cards (Design method cards, Ideation cards)
Structured design tools consisting of cards that present scenarios, questions, or prompts to guide designers through specific aspects of the design process. In accessibility contexts, method cards pre…
Model-Based User Interface (MBUI, Model-Based UI)
An approach to user interface design where the interface is generated or adapted automatically from abstract models that describe the tasks users need to perform, the data domain, the user's character…
Participatory Design (PD, Co-Design Process)
A design approach originating in Scandinavian workplace democracy that involves end users as active, equal partners in the design process, not merely as research subjects or consultants. In accessibil…
Participatory Design (Co-Design, Cooperative Design, PD)
A design methodology that actively involves end users as partners in the design process rather than passive subjects of user testing. In accessibility contexts, participatory design is particularly im…