Glossary
Searchable terminology from accessibility, web standards, and related fields.
113 results found in human-computer interaction.
- Dramaturgical framework (Dramaturgy, Goffman's dramaturgy, Impression management)
- A sociological framework developed by Erving Goffman in The Presentation of Self in Everyday Life (1956) that analyses social interaction as a theatrical performance. The framework distinguishes betwe…
- Ecological Metaphor (Ecological Validity, Ecological Mapping)
- A design principle in sonification and auditory display where the mapping between data and sound aligns with users' real-world sensory and cognitive experience. For example, mapping obstacle distance …
- Embodied Cognition (Embodiment)
- A theory in cognitive science proposing that the mind is not an isolated entity but is deeply integrated with the body's sensorimotor systems. In other words, how we think, perceive, and make decision…
- Embodied Interaction (Embodied Cognition in HCI)
- An approach to human-computer interaction that emphasizes the role of the physical body in how people engage with and understand technology. Embodied interaction recognizes that cognition is not purel…
- Embodied participation (Embodied presence)
- The experience of being physically present and actively engaged in a shared space through one's body or a technological proxy for it. In accessibility contexts, embodied participation refers to how te…
- Experiential Transcoding
- An approach to web page transcoding that restructures content based on actual user behaviour rather than relying solely on source code analysis or predefined heuristics. By analysing how sighted users…
- Eye Gaze (Gaze, Gaze Direction, Visual Gaze)
- The direction and focus of a person's eyes during visual attention, used both as a communication signal and as a measurable indicator of cognitive processing. In sign language communication, eye gaze …
- 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 (Eye-Tracking, Gaze Tracking)
- A research methodology that uses specialized hardware (such as infrared cameras) to measure where a person is looking on a screen or in an environment, recording the sequence and duration of gaze fixa…
- Eye tracking (Gaze tracking, Eye-gaze tracking, Eye Tracker)
- A technology that measures where a person is looking on a screen or in an environment by detecting eye position and movement, typically using infrared light and cameras. In accessibility, eye tracking…
- Fitts' Law (Fitts Law)
- A predictive model of human movement in human-computer interaction that states the time required to move to a target area is a function of the distance to the target and the size of the target. Specif…
- Fitts' Law (Fitts Law)
- A predictive model of human movement that describes the time required to rapidly move to a target area as a function of the distance to the target and the target's size. Formulated by psychologist Pau…
- Fitts's Law (Fitts Law)
- A predictive model of human movement that describes the time required to rapidly move to a target area as a function of the distance to the target and the size of the target. Formulated by Paul Fitts …
- Fitts's Law (Fitts Law, Fitts' Law)
- A predictive model of human movement that describes the time required to rapidly move to a target area as a function of the distance to the target and the target's size. Smaller and more distant targe…
- GOMS (Goals, Operators, Methods, and Selection rules, KLM, Keystroke-Level Model, CPM-GOMS, CMN-GOMS)
- A family of human-computer interaction models used to predict how long it will take a user to complete a task with a given interface. GOMS stands for Goals, Operators, Methods, and Selection rules — t…
- Galvanic Skin Response (GSR, Electrodermal Activity, EDA, Skin Conductance)
- A physiological measurement technique that detects changes in the electrical conductance of the skin caused by sweat gland activity. Because sweat glands are controlled by the sympathetic nervous syst…
- Game accessibility (Gaming accessibility, Accessible gaming)
- The practice of designing video games and interactive entertainment so they can be played and enjoyed by people with disabilities. Game accessibility encompasses a wide range of considerations includi…
- Gamification
- The application of game design elements — such as points, rewards, competition, collection mechanics, and progress tracking — in non-game contexts to increase engagement and motivation. In accessibili…
- Gesture Input (Gesture Recognition, Gesture-Based Interaction)
- An input method that uses physical movements of the body — typically hands, fingers, arms, or head — to interact with digital systems. Gesture input includes touchscreen gestures (swipes, taps, pinche…
- Gesture-Based Interaction (Gesture Control, Gestural Input)
- A mode of human-computer interaction where users control digital systems through hand or body movements detected by cameras or sensors, rather than through traditional input devices. In mixed reality …