Glossary

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

113 results found in human-computer interaction.

NGOMSL (Natural GOMS Language)
A structured notation for writing GOMS (Goals, Operators, Methods, Selection rules) models in a program-like form that is readable by humans. NGOMSL was developed by David Kieras as a more formal vari…
Natural Language Query (NLQ, Conversational Query, Natural Language Search)
An interaction paradigm where users pose questions or issue commands in everyday language rather than using structured search syntax, predefined filters, or navigation controls. In accessibility conte…
Natural User Interface (NUI)
A user interface designed to feel intuitive and invisible, allowing users to interact with technology through natural behaviors such as gestures, voice, touch, or body movement rather than learned con…
Nonspeech Audio (Non-Speech Sounds, Auditory Cues)
Audio feedback in user interfaces that conveys information through sounds other than synthesized or recorded speech, including earcons (abstract musical motifs), auditory icons (realistic sounds repre…
Nonverbal communication (NVC, Body language, Nonverbal cues)
The transmission of information through channels other than spoken or written language, including facial expressions, eye contact, head gestures, hand movements, body posture, spatial proximity, and t…
Paradox of the Active User
The Paradox of the Active User, identified by Carroll and Rosson (1987), refers to the observation that computer users systematically avoid investing time in learning more efficient tools or methods, …
Parameter Mapping Sonification (Parameter Mapping, Auditory Parameter Mapping)
A sonification technique that represents changes in data dimensions through corresponding changes in auditory dimensions such as pitch, loudness, timbre, spatial position (panning), tempo, or reverber…
Participatory design (Co-design, PD, Cooperative design)
A design methodology originating from Scandinavian workplace practices in the 1970s in which end users, stakeholders, and designers collaborate as equal partners throughout the design process. In acce…
Pen Input (Stylus Input, Pen-Based Input)
An input method using a pen or stylus to interact with a computing device, typically through direct manipulation on a touchscreen or digitizer. Pen input offers advantages for users with certain motor…
Perception-Action Cycle (PAC)
In human-computer interaction research, the perception-action cycle (PAC) describes the continuous loop in which a user perceives information from the environment — such as the position of an on-scree…
Peripheral Awareness (Peripheral Perception, Ambient Awareness)
The innate ability to unconsciously maintain and constantly update a sense of one's social and physical surroundings without actively directing attention to them. In accessibility contexts, peripheral…
Persuasive Technology (Behaviour Change Technology, Behavior Change Technology)
Technology designed to change users' attitudes or behaviours through persuasion and social influence rather than coercion. In health and wellness contexts, persuasive technologies use strategies such …
Physical Agency (Bodily Agency, Sense of Agency)
The feeling of control and ownership over physical actions and their effects in the world. In assistive technology contexts, physical agency refers to a users sense of directly controlling objects and…
Pilot-Passenger Model (Pilot/Passenger Framework)
A model describing household technology dynamics where "pilots" are the users who set up and configure devices, while "passengers" are those who simply use the systems configured for them. In disabili…
Pointing Task (Target Acquisition Task, Fitts' Task)
A fundamental human-computer interaction task in which users move a cursor (via mouse, touchpad, finger, or other input device) to click or tap on a target. Pointing tasks are governed by Fitts' Law, …
Procedural Task Tracking (Task Progress Tracking, Step Tracking)
The automated monitoring of a user's progress through a multi-step task, identifying which steps have been completed, which are in progress, and which remain. In accessibility contexts, procedural tas…
Programming by Demonstration (PBD, Record and Replay, Macro Recording)
A technique for creating automated sequences of actions by recording a user performing the task manually, rather than requiring the user to write code or scripts. The system observes the user's intera…
Proxemics (Interpersonal distance, Personal space)
The study of how people use and perceive physical space in social interactions, originally defined by anthropologist Edward T. Hall in 1966. Hall identified four distance zones: intimate (0–45 cm), pe…
Reminiscence therapy (Reminiscence, Life review therapy, Memory sharing)
A therapeutic intervention widely used with older adults and people with dementia that involves the structured recall and sharing of personal memories and life experiences, often supported by prompts …
Scanpath (Gaze Path, Eye Movement Path)
The sequence of fixations and saccades (rapid eye movements) that represent how a person visually explores an interface or document. In accessibility and usability research, scanpath analysis reveals …