Glossary

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

25 results found in user research.

Accessibility Persona (Disability Persona, Inclusive Persona)
A detailed, realistic description of a hypothetical user with specific disabilities, assistive technology configurations, and usage contexts, used during design and evaluation to help teams consider a…
Best-Worst Scaling (BWS, Maximum Difference Scaling, MaxDiff)
A survey methodology for efficiently collecting ranking judgments from participants over a large set of items. Instead of asking participants to rank all items at once (which becomes cognitively overw…
Content Wants (Information Wants, Content Preferences)
The specific types of information that a user desires or needs from a piece of content, as opposed to information needs imposed by an external system or standard. In image accessibility research, cont…
Contextual Inquiry (CI, Contextual Interview)
A user research method in which a researcher observes and interviews a participant in their natural work or living environment while they perform their typical tasks. The researcher adopts an apprenti…
Deployment Study (Field Deployment, In-the-Wild Study)
A research method where technology is placed in users' real-world environments for an extended period to observe natural usage patterns, adoption behaviors, and long-term experiences. Unlike controlle…
Experience Sampling Method (ESM, Ecological Momentary Assessment, EMA)
A research methodology that collects data about participants' experiences, behaviors, and states in real time and in natural settings through repeated brief surveys or prompts delivered at predetermin…
Extreme Users (Lead Users, Edge Cases)
A design methodology that focuses on a small set of users with unusual, demanding, or outlying needs rather than statistically representative users. Developed by Pullin and Newell (2007), the approach…
Focus Group (Focus Group Discussion, Group Interview)
A qualitative research method in which a small group of participants (typically 3-10) with shared characteristics discuss a topic guided by a moderator, allowing researchers to explore perspectives, o…
GenderMag (Gender-Inclusiveness Magnifier, GenderMag Method)
GenderMag (Gender-Inclusiveness Magnifier) is an inclusive design inspection method for finding and fixing inclusivity bugs in problem-solving software. It uses five facets of problem-solving style th…
In-situ Study (In-situ evaluation, Field study)
A user study conducted in the real-world setting where the technology would actually be used (a museum floor, a corridor with passersby, a commuter train), rather than in a controlled lab or via remot…
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…
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…
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…
Problem-Solving Style (Problem-Solving Facets, GenderMag Facets)
Problem-solving style refers to the characteristic ways individuals approach technology-mediated problem-solving tasks. In inclusive design, particularly in the GenderMag method, problem-solving style…
Retrospective Protocol (Retrospective Think Aloud, Retrospective Verbal Protocol, Post-Task Protocol)
A usability evaluation method in which participants complete tasks first and then describe their thought processes, decisions, and experiences immediately afterwards, rather than verbalising concurren…
Scanpath (Gaze Path, Eye Movement Path)
The sequence of fixations and saccades (rapid eye movements) that represent how a person visually explores an interface or document. In accessibility and usability research, scanpath analysis reveals …
Sentiment Analysis (Opinion Mining)
A natural language processing technique that identifies and extracts subjective information from text, classifying it as positive, negative, or neutral. In accessibility research, sentiment analysis c…
Surrogate Users (Proxy Users)
Individuals who stand in for actual end users during design and evaluation processes, typically used when direct user involvement is impractical, ethically problematic, or insufficient. In accessibili…
Tactile Ideation (Tactile Design Workshop, Non-Visual Ideation)
A design methodology adapted for people with visual disabilities that replaces visual ideation techniques (such as sketching, post-it notes, and ideation cards) with tactile and auditory alternatives.…
Technology Acceptance (Technology Adoption, TAM)
The process by which individuals evaluate, adopt, and integrate new technology into their routines, often modeled through frameworks like the Technology Acceptance Model (TAM) which emphasizes perceiv…