Glossary

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

134 results found in inclusive design.

Tactile Icon (Tactile Symbol, 3D Icon, Raised Icon)
A small raised or three-dimensional symbol placed on a tactile map or diagram that represents a real-world object, location, or concept through touch. Tactile icons can be abstract (geometric shapes r…
Tangible Design Language (Physical Design Language)
An approach to design communication that uses physical objects, props, and prototypes to enable participants to express their needs, ideas, and preferences through hands-on interaction rather than abs…
Tangible Technology (Tangible Interface, Tangible User Interface, TUI)
Technology that connects physical objects to digital systems, allowing users to interact with computing through touching, manipulating, and moving real-world objects rather than through screens or key…
Technology Empowerment (User Empowerment, Disability Technology Empowerment)
An approach to accessibility that goes beyond user-centered design to actively train and support people with disabilities to become technology creators, developers, and researchers rather than solely …
Techshop Method (Techshops, QUT Techshop)
A reciprocal co-design research method where researchers learn about participants' perspectives on technology as participants learn about and engage with it. Developed for inclusive technology researc…
Third Wave Accessibility (Third Wave HCI Accessibility)
An approach to accessibility that considers the full context of people's lives rather than focusing narrowly on task completion or interface design. Third wave accessibility recognizes that technology…
Tokenism (Token Inclusion)
The practice of including a small number of individuals from underrepresented groups primarily for the appearance of inclusivity rather than for meaningful participation or impact. In accessibility re…
Ubiquitous Computing (Ubicomp, Pervasive Computing, Ambient Computing)
Ubiquitous computing is a paradigm where computing is integrated seamlessly into everyday environments and objects, becoming an invisible part of daily life through sensors, smart devices, and network…
Universal Design for Learning (UDL)
An educational framework based on neuroscience research that guides the design of flexible learning experiences to accommodate individual learning differences. UDL provides three core principles: mult…
User model (User modeling, User modelling)
A computational representation of a user's characteristics, abilities, preferences, and behavior patterns, used to predict how they will interact with a system or to adapt an interface to their needs.…
User-Sensitive Inclusive Design (USID)
A design methodology that adapts user-centered design principles for contexts where the target user population is highly diverse and where individual differences — including those related to disabilit…
Variable Ability (Fluctuating Ability, Dynamic Disability)
The characteristic of many chronic illnesses and disabilities where a person's functional abilities change significantly over time — across days, hours, or even minutes. Variable ability includes both…
Vocational Training (Vocational Education, Job Training, Occupational Training)
Vocational training is education focused on developing practical skills and knowledge required for specific occupations or trades. In accessibility contexts, vocational training for people with disabi…
Volunteer-Driven Accessibility (Community-Driven Accessibility)
Accessibility solutions that depend on the unpaid labor of volunteers rather than being built into platforms or services by design. Examples include volunteer-created accessible e-newspapers for blind…