A
A/B Testing
Comparing two versions of a design to see which performs better on a goal.
Accessibility Debt
Accumulated accessibility issues that become harder to fix over time.
Accessible Authentication
Login and verification methods that do not rely on a single sensory ability, memory, or time limit.
Accessible Name
The text announced by assistive technologies to identify an interface element.
Affordance
Visual cues that indicate how an element can be used.
Alternative Text
Forms
Media
Text equivalents for meaningful images so screen reader users get the same information.
Alt text: βA person using a laptop with a screen reader running.β
ARIA
Semantic attributes that help assistive technologies understand complex UI components when native HTML is insufficient.
Assistive Technology
Hardware or software used by people with disabilities, such as screen readers, magnifiers, or switch devices.
Audio Description
Forms
Media
Narration that describes important visual information in video for people who cannot see it.
Auto-Complete
Helping users fill inputs faster and with fewer errors using suggested values.
B
Breadcrumbs
A navigation aid showing where users are within a site hierarchy.
C
CAPTCHA Alternatives
Forms
Anti-bot mechanisms that remain usable for people with disabilities (avoiding visual-only puzzles).
Captions
Text alternatives for spoken audio content, synchronized with video.
Cognitive Accessibility
Designing interfaces that support users with attention, memory, or processing differences.
Cognitive Load
Forms
Content
The mental effort required to process information or complete a task.
Color Contrast
Color
Sufficient contrast between foreground and background to ensure readability.
Low contrast
High contrast
Color Independence
Avoiding reliance on color alone to communicate meaning (use text, icons, patterns).
Consistency
Using familiar patterns and behaviors throughout an interface.
Consistent Identification
Using the same labels and names for the same components and actions across the site.
Consistent Navigation
Navigation
Keyboard
Keeping navigation placement and behavior predictable across pages.
Content Reflow
Layouts that adapt at different zoom levels without breaking, overlapping, or hiding content.
Conversion Funnel
Steps users take toward a goal, like signup or purchase.
D
Dark Patterns
Deceptive design tactics that push users into unintended actions.
E
Empty States
Helpful guidance shown when there is no content or data yet.
No reports yet
Run your first scan to generate an accessibility report.
Run scan
Error Identification
Clearly indicating when and where an error has occurred.
Error Prevention
Design patterns that reduce the likelihood of mistakes.
Error Recovery
Helping users understand and fix mistakes when they happen.
Error Suggestion
Providing helpful fixes when users encounter an input error.
F
Feedback
System responses that confirm an action or state change.
Focus Management
Keyboard
Controlling where keyboard focus moves, especially after dynamic updates.
Focus Visible
Keyboard
A clear visual indicator showing where keyboard focus is on the page.
Tab to me
Try keyboard focus: the outline should be obvious.
Forgiveness
Allowing users to undo actions or recover easily from mistakes.
Form Validation
Checking user input and providing clear guidance on errors.
Friction
Anything that slows users down or increases effort during a task.
G
Gestalt Principles
Visual grouping rules (proximity, similarity, etc.) that affect scanning and comprehension.
H
Headings Structure
Navigation
Semantics
Using headings in a logical outline so users can scan and navigate efficiently.
H1: Page title
H2: Section
H3: Subsection
H2: Next section
Headings should form a logical outline (no skipping levels).
Heuristic Evaluation
Reviewing an interface against established usability principles.
High Contrast Mode
Color
Content
Supporting system or user high-contrast settings so content stays readable.
Hit Area
The clickable/tappable area of a controlβlarger targets reduce errors.
Small
Large
Larger targets reduce accidental taps (especially on mobile).
I
Information Architecture
How content is organized, labeled, and structured.
Interaction Cost
The total effort required to complete an interaction (clicks, typing, decisions).
J
Journey Mapping
Visualizing user steps, goals, pain points, and emotions across an experience.
K
Keyboard Navigation
Navigation
Keyboard
Ensuring all functionality works without a mouse.
All interactive elements must be reachable and operable via keyboard.
L
Label Association
Programmatically tying labels to inputs so assistive tech announces them correctly.
Landmarks
Navigation
Semantics
Semantic regions (header, nav, main, footer) that help users navigate quickly.
Learnability
How easy it is for users to accomplish tasks the first time they encounter an interface.
Link Purpose
Making link text descriptive so users understand where it goes without extra context.
Live Regions
ARIA technique for announcing dynamic content updates to assistive technologies.
M
Mental Model
The expectations users bring based on prior experience.
Microcopy
Small pieces of text that guide users and reduce confusion.
Microinteractions
Small interface moments (like toggles, animations, confirmations) that add clarity.
Motion Sensitivity
Reducing motion or providing controls to prevent dizziness or discomfort.
Respect prefers-reduced-motion and avoid unnecessary animation.
N
Non-Text Content
Images, icons, charts, and media that need text alternatives to be accessible.
O
Onboarding
Helping new users understand value quickly and complete key setup steps.
Orientation Support
Allowing use in portrait and landscape where possible, especially on mobile.
P
Plain Language
Clear, straightforward wording that reduces misunderstanding and cognitive effort.
Progressive Disclosure
Revealing information gradually to reduce overwhelm.
R
Readable Text
Content that uses legible fonts, sufficient size, spacing, and line length.
Reading Order
Keyboard
Content
Ensuring content is announced in a sensible sequence for keyboard and screen reader users.
Recognition over Recall
Designing interfaces that minimize memory burden.
Reduced Motion
Respecting prefers-reduced-motion and avoiding unnecessary animation.
Respect prefers-reduced-motion and avoid unnecessary animation.
Resize Text
Supporting text zoom without clipping, overlapping, or losing content.
Responsive Design
Layouts that adapt to different screen sizes and devices.
S
Scannability
Making content easy to skim using headings, spacing, and emphasis.
Screen Reader
Software that converts on-screen content into speech or braille output.
Semantic HTML
Using HTML elements according to their meaning to improve accessibility and structure.
Skeuomorphism
Designing digital interfaces to resemble real-world objects to aid familiarity.
Skip Link
Navigation
Keyboard
A mechanism that lets keyboard users bypass repeated content.
Status Messages
Non-visual notifications that inform users about changes or results.
T
Task Completion
Designing flows that help users successfully finish goals.
Text Spacing
Ensuring content remains usable when users adjust line-height, letter spacing, and word spacing.
Time Limits
Restrictions that may prevent users from completing tasks unless adjustable or extendable.
Tooltips
Keyboard
Supplemental hints that must also work via keyboard and not block other content.
What is this?
Tooltips should work on focus and not trap users.
Touch Target Size
Ensuring interactive elements are large enough to activate reliably.
Small
Large
Larger targets reduce accidental taps (especially on mobile).
U
Usability
How easy, efficient, and satisfying something is to use.
User Control
Allowing users to initiate, pause, or stop actions.
User Flow
The path a user takes to complete a task.
V
Visual Hierarchy
Using layout, size, and contrast to guide attention.
W
Wayfinding
Helping users understand where they are, where they can go, and how to get back.