Glossary

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

134 results found in inclusive design.

Ability Assumptions (Ability-Based Assumptions, Normative Assumptions)
Ability assumptions are the implicit expectations that technology designers build into systems about users' physical, sensory, and cognitive capabilities. These assumptions — about how fast someone mo…
Ability assumption in AI (Visual ability assumption, Sighted bias in AI)
The tendency of AI systems to assume users possess typical sensory, cognitive, or physical abilities, leading to inappropriate responses or instructions. In the context of visual AI assistants for bli…
Ability-Based Design (ABD)
A design philosophy that focuses on what users can do rather than what they cannot, adapting systems to leverage each individual's specific abilities. Instead of designing for a "typical" user and the…
Ability-Diverse Collaboration (Cross-Ability Collaboration, Mixed-Ability Collaboration)
A framework for understanding collaborative interactions between individuals with different abilities, where participants strategically combine and share their capabilities to achieve shared outcomes.…
Accessibility on the Move (Mobile Accessibility, Accessibility in Transit)
A conceptual framing that recognizes accessibility as a continuous, context-dependent process that must be renegotiated when a person moves between different physical, cultural, social, and technical …
Accessible Digital Musical Instrument (ADMI)
An Accessible Digital Musical Instrument (ADMI) is a digital musical instrument that has been designed or adapted to be usable by people with disabilities. ADMIs typically use motion capture, gesture …
Accessible Fabrication (Accessible Making, Accessible Digital Fabrication)
Accessible fabrication refers to the design and use of digital fabrication tools — such as 3D printers, laser cutters, and CNC machines — in ways that are usable by people with disabilities and that p…
Accessible Gaming (Game Accessibility, Inclusive Gaming)
The design and development of video games and interactive entertainment that can be played by people with disabilities. Accessible gaming encompasses adaptable controls, audio-based gameplay, haptic f…
Accessible Relocation (Accessible Migration)
The process of moving to a new city or country while maintaining or re-establishing access to disability-related services, accommodations, and support networks. Accessible relocation involves challeng…
Accessible Tourism (Inclusive Tourism, Disability Tourism, Universal Tourism)
Accessible tourism refers to the effort to ensure that tourism destinations, products, and services are usable by all people regardless of their physical, sensory, or cognitive abilities. This encompa…
Active Support
A person-centred model of support that enables people with intellectual disabilities, including those with severe and profound disabilities, to participate meaningfully in everyday activities and rela…
Adaptive content complexity (Layered descriptions, Tiered content)
A design strategy that provides the same information at multiple levels of detail or complexity, allowing users to access content appropriate to their cognitive processing capacity, prior knowledge, o…
Age-Related Changes (Aging Effects, Age-Associated Decline)
Physical, sensory, and cognitive changes that occur naturally as people age, affecting how they interact with technology. Common changes include reduced visual acuity, hearing loss, decreased motor co…
Age-friendly design (Senior-friendly design, Gerontechnology design)
A design approach that specifically addresses the perceptual, cognitive, and motor changes associated with aging, including larger fonts, simplified interfaces, reduced jargon, higher contrast, and mi…
Artistic Ownership (Creative Ownership, Authorial Agency)
The sense of being the authentic creator of one's own artwork, encompassing both the process and the final product. For digital artists with disabilities, artistic ownership is complicated by reliance…
Asymmetric Gameplay (Asymmetric Game Design, Asymmetric Multiplayer)
A game design approach where different players have different roles, abilities, information, or challenges within the same game. In the context of accessibility, asymmetric gameplay is a promising str…
Audio Game (Audiogame, Audio-Based Game, Accessible Game)
A video game designed primarily or entirely around audio output rather than visual graphics, making it accessible to players who are blind or have visual impairments. Audio games use techniques such a…
Audio Icon (Auditory Icon, Earcon)
A non-speech sound used in a user interface to represent an object, action, or event, analogous to how visual icons represent concepts graphically. Audio icons use everyday sounds that have a natural …
Beauty Accessibility (Accessible Beauty, Inclusive Beauty)
The design and practice of making beauty and personal grooming products, tools, services, and information accessible to people with disabilities. Beauty accessibility encompasses tactile and braille p…
Born Accessible (Born-Accessible, Accessibility-First)
An approach to content creation where accessibility is designed in from the beginning rather than retrofitted afterward. Born accessible content is created with accessibility requirements as core spec…