Glossary

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

183 results found in research methods.

Think-Aloud Protocol (Think Aloud, Verbal Protocol Analysis)
A usability research method in which participants verbalize their thoughts, reactions, and decision-making processes while interacting with a system or performing a task. Think-aloud protocols provide…
Throughput (Throughput (Fitts), Pointing Throughput)
In human-computer interaction, throughput is a combined speed-accuracy metric derived from Fitts's law that measures the efficiency of aimed pointing movements, expressed in bits per second (bps). It …
Topic Modeling (LDA, Latent Dirichlet Allocation)
A machine learning technique that automatically discovers abstract themes or topics within a collection of documents by analyzing patterns of word co-occurrence. Latent Dirichlet Allocation (LDA) is t…
Trouble-Indicating Behavior (TIB, Trouble Source-Repair)
Verbal or nonverbal behaviors that signal confusion, misunderstanding, or difficulty in communication. In research on dementia and human-robot interaction, TIBs are categorized into types including: r…
TrueSkill (TrueSkill Bayesian Rating)
A Bayesian skill-rating algorithm developed at Microsoft Research (Herbrich et al., 2007) that models each player or option as a normal distribution with a mean skill μ and uncertainty σ, updating bot…
Upper Baseline (Gold Standard, Reference Standard)
In accessibility evaluation research, an upper baseline is a high-quality reference stimulus used to establish the best achievable performance against which other systems are compared. For sign langua…
Usability Testing (Usability Evaluation, User Testing)
A research method in which representative users attempt realistic tasks with a product or prototype while researchers observe and collect data on effectiveness, efficiency, and satisfaction. In access…
User Participation (User Involvement, Participatory Research, Co-production)
The active involvement of end users in the design, development, and evaluation of products, services, or systems that affect them. In accessibility contexts, user participation means including people …
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…
Video Elicitation Study (Video Elicitation Method)
A research methodology in which participants view video demonstrations of interactions, interfaces, or technologies and then provide feedback, preferences, or reactions based on what they observed. Th…
Viewability (Video Viewability)
A subjective measure of how watchable and consumable a video is for a particular viewer, encompassing factors like ability to focus on content, level of distraction, information comprehension, and ove…
Vulnerable population research (Research with vulnerable groups)
Research involving participants who may have diminished capacity to provide fully informed consent or who are at elevated risk of harm, including older adults with cognitive decline, people with demen…
WEIRD Bias (WEIRD Problem)
The overrepresentation of Western, Educated, Industrialized, Rich, and Democratic (WEIRD) populations in research, including HCI and accessibility studies. WEIRD bias means that findings, design guide…
Web Mining (Web Data Mining, Web Content Mining)
The application of data mining techniques to extract and discover useful information from web data, including web content, structure, and usage patterns. In accessibility evaluation, web mining can be…
Within-Subject Design (Within-Subjects Design, Repeated Measures Design)
An experimental research design where each participant is exposed to all conditions being compared, rather than assigning different participants to different conditions. In accessibility user studies,…
Within-Subjects Study (Within-subject study, Repeated-measures design)
An experimental design in which every participant experiences every condition being compared, so each person acts as their own control. Within-subjects studies increase statistical power with smaller …
Wizard of Oz (WOz, Wizard of Oz Study, Wizard of Oz Method)
A research and prototyping technique in which a human operator (the "wizard") secretly performs functions that participants believe are being handled by the system. This allows researchers to study us…
Wizard of Oz Study (WOZ Study, Wizard of Oz Method)
A research method in which participants interact with what they believe is an automated system, but which is actually operated in whole or in part by a human "wizard" hidden from view. The method is u…
Wizard-of-Oz Prototype (WOz Prototype, WOz Method, Wizard of Oz Study)
A research and design method where a human operator secretly simulates the behaviour of an interactive system that has not yet been built, allowing participants to experience and evaluate the concept …
Wizard-of-Oz Study (WoZ Study, Wizard of Oz Protocol)
A research method in which participants interact with a system they believe is autonomous, but which is actually being partially or fully operated by a human researcher (the "wizard") behind the scene…