Glossary

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

134 results found in inclusive design.

Multi-Sensory Design (Multisensory Experience, Multi-Sensory Accessibility)
Multi-sensory design is an approach to creating experiences, environments, or products that engage multiple senses—touch, hearing, smell, taste, and sight—rather than relying predominantly on vision. …
Multimodal Output (Multi-Modal Output, Cross-Modal Output)
The simultaneous presentation of information through multiple sensory channels or formats, such as audio, visual, tactile, and text-to-speech, allowing users to choose the modality or combination of m…
Multimodal workshop materials (Multi-sensory workshop materials)
Physical materials designed for workshops or educational settings that convey the same content through multiple sensory channels — such as combining visual (large print, high contrast), tactile (brail…
Multiple Impairments (Multiple Disabilities, Complex Disabilities, Co-occurring Impairments)
The presence of two or more concurrent impairments — such as sensory, cognitive, physical, or neurological — in a single individual that together create complex accessibility needs not adequately addr…
Multisensory Experience (Multi-Sensory Experience, Multisensory Design)
An experience designed to engage multiple senses simultaneously, including touch, hearing, smell, taste, and proprioception, rather than relying primarily on vision. In accessibility contexts, multise…
Musical Accessibility (Music Accessibility)
The design and practice of making music creation, performance, learning, and appreciation available to people with disabilities. Musical accessibility spans multiple research communities including Hum…
Negotiated Agency
A dynamic model of creative control in collaborative content creation where individuals with disabilities fluidly shift between the roles of director, collaborator, and editor in response to the task …
Neuronormative (Neuronormativity)
The assumption that neurotypical cognitive patterns — such as sustained linear attention, consistent daily productivity, conventional social communication, and predictable emotional regulation — repre…
Nothing About Us Without Us (NAUWU, Nihil de nobis sine nobis)
A foundational principle of the disability rights movement asserting that people with disabilities must be meaningfully involved in decisions, policies, research, and design processes that affect thei…
Ocularcentrism (Visual Bias, Vision-Centrism)
The privileging of visual perception and visual ways of knowing in the design of technologies, interfaces, and information systems. Ocularcentrism in technology design manifests when visual assumption…
Older Adults (Seniors, Elderly, Aging Population, Senior Citizens)
People typically aged 65 and above who may experience age-related changes in vision, hearing, motor control, and cognition that affect how they interact with technology. Designing for older adults req…
Participant-led research (User-led research)
A research methodology in which participants — particularly those from marginalized or underrepresented groups — take an active role in directing the research process, shaping study protocols, and det…
Participatory Action Research (PAR, Action Research)
A collaborative research methodology that involves participants as co-researchers in identifying problems, designing solutions, and implementing changes. In accessibility research, PAR ensures people …
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…
Persona (User Persona, Design Persona)
A fictional character created to represent a type of user who might interact with a product, service, or website. Personas are grounded in research data and typically include details such as name, age…
Persona (User Persona, Design Persona)
A fictional but research-based representation of a user group that captures key characteristics, goals, motivations, and needs. In accessibility work, personas are used to represent the diverse experi…
Personalized Learning (Adaptive Learning, Individualized Instruction, Differentiated Instruction)
Personalized learning is an educational approach that tailors content, pace, and delivery method to each learner's individual needs, preferences, and abilities. In accessibility contexts, personalizat…
Personalized accessibility (Customizable accessibility, Adaptive accessibility)
An approach to accessibility that allows users to configure assistive features according to their individual needs, preferences, and abilities rather than providing a single fixed accommodation. Perso…
Player balancing (Dynamic difficulty adjustment, Skill balancing)
A game design technique that provides in-game advantages to lower-performing players, reducing performance disparities between competitors of different ability levels. In the context of accessibility,…
Prior Knowledge (Background Knowledge, Existing Knowledge)
Information and experience a user brings to a technology interaction before it begins, including technical knowledge of how devices work, functional knowledge of task goals, strategic knowledge of pro…