Glossary

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

6660 terms — page 90 of 333

Desensitization (Haptic Adaptation, Vibrotactile Adaptation)
Desensitization in the context of haptic feedback refers to the gradual reduction in a person's sensitivity to continuous or repeated vibrotactile stimulation on the skin. When haptic actuators vibrat…
Desexualization (Asexualization)
The social phenomenon in which disabled people are assumed to be uninterested in, incapable of, or undeserving of sexual relationships and intimacy. This manifests as invasive questioning about sexual…
Design Constraints (Creative Constraints)
Limitations or boundaries placed on the design process, whether intentional (such as toolkit components in a prototyping workshop) or inherent (such as budget, technology, or time constraints). In des…
Design Exclusion (Exclusion Audit, Technology Exclusion)
The process by which certain users are prevented from effectively using a product or service due to mismatches between the design of the technology and their abilities, circumstances, or available res…
Design Fiction (Speculative Fiction, Diegetic Prototype)
A design research practice that creates fictional but plausible artifacts, scenarios, or narratives set in imagined futures to provoke discussion, surface assumptions, and explore the social and ethic…
Design Fixation (Fixation Effect)
A cognitive phenomenon in the design process where exposure to existing examples or initial solutions constrains creative thinking, causing designers to replicate or only minimally modify those exampl…
Design Informant (Informant Design)
A participatory design role in which users contribute to the design process by providing input, preferences, and feedback, but the researcher retains responsibility for interpreting this data and maki…
Design Justice
A framework that centers the perspectives of people who are most impacted by design decisions, ensuring that design processes, practices, and outcomes distribute benefits and burdens equitably. Coined…
Design Pattern (Interaction Pattern, Pattern of Assistive Interaction)
A reusable, generalised description of a solution to a commonly recurring design problem, expressed in a way that can be applied across different contexts without prescribing a specific implementation…
Design Probe (Technology Probe, Design Provocation)
A research method in which a functional or semi-functional prototype is deployed with participants not primarily to test usability, but to provoke discussion, elicit design insights, and explore futur…
Design Psychology (Designer Cognition, Design Thinking Process)
The study of the cognitive processes, mental models, and decision-making strategies that designers employ during the product development process. In the context of accessibility, design psychology is …
Design Saviorism
A problematic dynamic in design practice where nondisabled designers position themselves as rescuers of disabled people, seeking praise while attempting to fix something that is not broken. Design sav…
Design Sprint (Google Design Sprint)
A structured, time-constrained design methodology originally developed at Google Ventures that guides teams through five phases — Map, Sketch, Decide, Prototype, and Test — to rapidly solve design pro…
Design System (Component Library, UI Kit)
A collection of reusable components, patterns, guidelines, and assets that together define the visual language and interaction standards for a product or organization. Design systems typically include…
Design Workshop (Design Session)
A structured session where participants collaborate to generate ideas, create prototypes, and provide feedback on designs. Design workshops are a common method in user-centered and participatory desig…
Design for All (DfA, Design pour Tous)
A European design philosophy that aims to create products, environments, and services usable by the widest possible range of people without adaptation or specialized design. Originating from the Europ…
Design for Dynamic Diversity (D3, DDD)
A design paradigm proposed by Gregor, Newell, and Zajicek (2002) that explicitly accounts for the fact that human abilities are not static but change dynamically over time, particularly as people age.…
Design for Social Accessibility (Social accessibility framework, DSA)
A design framework that extends traditional accessibility approaches by addressing not only the functional usability of technology but also the social contexts and implications of its use. Design for …
Design for User Empowerment (DfUE, Empowerment-Oriented Design)
A design philosophy that prioritizes giving users — particularly people with disabilities — the skills, tools, and agency to create, modify, and customize their own technology solutions rather than be…
Design justice
A framework that centers the perspectives and leadership of people most affected by design outcomes, challenging traditional design processes that often reinforce existing power structures. Coined and…