Glossary

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

69 results found in motor accessibility.

Fat Finger Problem (Fat Finger Effect, Finger Occlusion)
A fundamental challenge in touchscreen interaction where the user's finger is larger than the target being selected, causing difficulty in precise target acquisition. The finger both occludes (blocks …
Fine Motor Function (Fine Motor Control, Fine Motor Skills, LFMF)
The ability to make precise, coordinated movements using the small muscles of the hands and fingers. Fine motor function is essential for touch screen interaction, including tapping specific targets, …
Fine Motor Skills (Fine Motor Control, Dexterity)
The ability to make precise, coordinated movements using the small muscles of the hands, fingers, and wrists. Fine motor skills are essential for tasks such as typing, using a mouse, performing touch …
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)
Fitts's law is 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. Widely used in …
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…
Foot-Based Interaction (Foot Input, Foot Gesture Interaction)
An interaction technique that uses foot movements and gestures as input for controlling digital devices. Foot-based interaction is particularly relevant for people with upper body motor impairments wh…
Force-sensitive resistor (FSR, Pressure sensor)
An electronic sensor whose electrical resistance changes in response to applied physical pressure, enabling detection of both the presence and intensity of touch or force. In accessibility application…
Gaze Interaction (Gaze-Based Interaction, Gaze Input, Eye Gaze Control)
Gaze interaction is a method of controlling computers and devices by tracking where a person is looking on the screen. Using eye-tracking technology, the system detects the user's point of gaze and tr…
Gesture Elicitation (User-Defined Gestures)
Gesture elicitation is a participatory design method where end users are asked to invent gestures for a set of device functions, rather than having gestures predetermined by designers or engineers. Pa…
Gesture-based interaction (Gestural interface, Touchless interaction)
An interaction modality where users control technology through body movements, hand gestures, or postures detected by sensors such as depth cameras, rather than through traditional input devices like …
Gravity Well (Target Attraction, Sticky Targets, Snap-to-Target)
An interaction filtering technique that warps the cursor space around interactive targets (such as buttons or links), creating attractive basins that pull the cursor toward the nearest target. This ma…
Head Pointer (Head Mouse, Head Tracking Device)
An assistive technology input device that translates head movements into cursor movements on screen, allowing people who cannot use their hands or arms to control a computer. Head pointers can be phys…
Head Wand (Head Pointer, Head Stick, Mouth Stick)
A head wand is an assistive input device consisting of a pointer attached to a headband or held in the mouth, allowing people with limited or no hand and arm function to operate a keyboard, touchscree…
Head-based Pointing (Head Tracking, Head Mouse, Head-controlled Input)
An alternative input method that allows users to control an on-screen cursor by moving their head, typically tracked via a camera, infrared sensor, or inertial measurement unit. Head-based pointing is…
Input Exertion (Input Effort, Interaction Cost)
The physical and cognitive effort required to provide input to a digital system, including keystrokes, mouse movements, taps, and voice commands. For people with motor impairments, input exertion is a…
Isometric Gesture (Isometric Contraction Gesture)
An isometric gesture is a gesture in which a person activates their muscles without producing visible movement — the body position remains static while muscle tension changes. This contrasts with isot…
Joystick (Adaptive Joystick)
A joystick is an input device with a lever that tilts in multiple directions to control cursor movement on screen, used as an alternative pointing device by people with motor impairments who have diff…
Linear Scanning (Row-column scanning, Automatic scanning)
An input method for AAC devices and on-screen keyboards where selections are highlighted sequentially, typically row by row and then item by item, allowing users with severe motor impairments to selec…
Locomotion Technique (VR Locomotion, Virtual Travel Technique)
A locomotion technique is a method for navigating or moving through a virtual environment in virtual reality (VR). Because physical space is limited and many users are seated, locomotion techniques si…