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interactive - introduction

The principle of ‘interaction’ suggests that two forces act upon each other in a two-way interaction rather than a one-way transaction.
A prominent example of interactive is the shift from the passive mode of watching television to the active mode of participating on the Internet.
Other examples include: Nike’s ‘Air’ sport shoes interact with the ground in a new way, learning technologies such as ‘Accelerative Learning’ interact with the students in new ways and pivoting head shavers revolutionize the interaction with your skin.
Note: The principle ‘interactive’ is very similar to the principle ‘intelligence’. Both of these principles imply some level of responding to the environment. A separation has been made on the basis that products can be ‘interactive’ but not necessarily intelligent. For example, the strings of a tennis racquet can be said to interact with the tennis ball that strikes its surface but this in no way makes the tennis racquet intelligent.
The symbol we have used for 'interactive' is based upon the feedback loop and is drawn as a feedback spiral.

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