Wed, Feb 18, 2026
Interactive Technologies: A Guide to Choosing the Right One
Are you designing an interactive experience for a museum, training, retail space, or event? Wondering which technology to use? This guide is for you. We wanted it to be useful, honest, and accessible, even if youâre starting from scratch.
Before Talking Technology, Talk About Your Audience
Itâs tempting to start with the technology. But the real first question is this: what is your audience willing to do?
Take out their phone? Scan a code? Touch an object or device? Do nothing?
Each requested action requires an investment from your audience: in time, attention, and trust. The higher that investment, the more your content needs to be worth it. However, the smoother the interaction, the more likely it is to be adopted by everyone.
Keep that balance in mind for what follows. Thatâs what will guide you to the right technology, far more than the technical specs.
The Main Families of Technologies
Interactive technologies can be grouped into four main families:
- Tags and codes: trigger an action with a simple gesture
- Proximity: trigger automatically, with no gesture
- Vision: use the camera as a sensor
- Tangible objects: when the object becomes the interface
Each has its own logic, strengths, and limitations. None is âthe bestâ; there are usage/constraint combinations that work, and others that donât.
We wonât cover screen-based interfaces here (touch kiosks, interactive tables, projection): thatâs a separate topic that involves ergonomics as much as technology. If thatâs your need, see our guide on interactive kiosks: What Is the Best Software for Interactive Kiosks?.
1. Tags and Codes: Trigger an Action with a Simple Gesture
The user interacts with a physical marker (a code, a chip, a tag) to access content. Itâs the most common entry point and often the most underestimated.
QR codes

Not much to explain: everyone knows them, they cost nothing, and they work on all smartphones. For many projects, theyâre the right default choice, especially if your audience has time to scan and you donât want to require downloading an app.
The downside: in a fast flow, the effort of taking out a phone and framing the code is enough to put off some people. And a poorly lit, damaged, or too-small QR code becomes a friction point instead of an entry point.
NFC (Near Field Communication)

You place your phone on a tag, and the content triggers. No app to open, no need to frame anything. Range is very short (a few centimetres), which avoids accidental triggers.
The chips are tiny, battery-free, and can be embedded anywhere: in a museum label, packaging, a badge, a plinth. Itâs discreet, fast, and when itâs clearly signposted (a small icon is enough), people understand immediately.
The real issue with NFC is compatibility. Android is fairly open. iOS has improved a lot but remains more finicky depending on model and version. Before building an entire journey around NFC, test on the devices your audience actually uses, not on your teamâs latest iPhone.
RFID
RFID is the broader family that includes NFC, but it operates at a different scale. Longer range (several metres depending on frequency), reading multiple tags at once, automatic identification with no visitor gesture. On the other hand, it requires dedicated readers that you install in the space.
Itâs the technology of choice for identifying objects in flow: access badges, tokens in a journey, tracking items. To dig into the differences between RFID frequencies and their practical implications, the GS1 organisationâs guide is a good resource.
One thing we often see in the field: RFID that detects âtoo wellâ can become a problem. If the reader picks up a tag you didnât mean to activate (because itâs in a visitorâs pocket as they walk by), you get phantom triggers. Reader placement and range need to be calibrated carefully.
What these three technologies have in common: the more âinvisibleâ the tag is to the user (NFC built into a plinth, RFID in a badge), the more you need to compensate with design: clear signage, an immediate response that confirms âgot itâ, and behaviour that forgives mispositioned objects.
2. Proximity: Trigger Automatically, No Gesture Required
On paper, this is the most appealing family: content triggers on its own when the user enters a zone or approaches an object. No scanning, no touching, no need to take out a phone.
In practice, itâs also the family where the gap between promise and reality is often the largest.
Beacons (BLE beacons)

Small transmitters that broadcast a low-energy Bluetooth signal. The phone picks up the signal, and the app reacts based on proximity. Offline operation, low cost, iOS/Android compatibility: weâve written an article on the subject: What is Beacon Technology?
What matters in the context of this article: beacons identify zones, not exact positions. And on-site calibration is non-negotiable.
We regularly support exhibition audioguide creators in this phase, and the finding is always the same: the initial deployment plan never survives the first on-site test. Walls reflect the signal differently than expected, two neighbouring rooms âtalkâ to each other, a metal pillar creates a dead zone. Thatâs normal, but you need to plan time on the ground to adjust.
UWB (Ultra-Wideband)
UWB is the heavy artillery of indoor positioning: centimetre-level accuracy, real-time positioning. If your project requires knowing exactly where someone is in space, itâs the reference.
But letâs be clear: itâs a whole other level of investment. Dedicated infrastructure, compatible devices (not all smartphones support it), deployment and maintenance complexity. UWB is justified when accuracy is a non-negotiable functional requirement.
How to choose between the two? If âthe user is in this zoneâ is enough, beacons do the job. If âthe user is exactly here, 12 cm from this objectâ is required, look at UWB. For the vast majority of projects, beacons are sufficient.
3. Vision: Using the Camera as a Sensor
This is the family thatâs most impressive in demos and most demanding in real-world conditions.
Image recognition

Point your phone at a work of art, a poster, or packaging, and the associated content appears. No QR code, no tag: the object itself is the trigger. Elegant when the scenography must not be altered.
On the other hand, it requires good-quality reference images recorded in advance. And real-world conditions (reflections, viewing angles, changing light, visitors walking in front) can seriously complicate detection. Test in the actual conditions of the venue, not in a well-lit office.
Visual markers (ArUco, AprilTag)
Small square patterns, a bit like QR codes, but designed to be detected very quickly and to indicate the cameraâs position and orientation. Less elegant than image recognition, but much more reliable. The pragmatic choice when detection stability matters more than aesthetics.
Gesture and motion detection
Interact without touching: raise a hand, turn your head, approach. Spectacular when well calibrated, frustrating when it doesnât work.
The problem is usually not the technology, but the interaction design. If the requested gestures arenât natural, people give up. Field constraints are numerous: light changes, visitors get in each otherâs way, the system drifts after equipment is moved. And a camera captures images of people, which raises privacy questions. Prefer on-device processing and capture only whatâs strictly necessary.
Before going down this path, one honest question: âCan we achieve the same result without a camera?â If yes, compare seriously.
Some devices also include depth sensors (LiDAR, 3D cameras) that measure volume and distance more reliably than a standard camera. A plus for augmented reality and immersion, but hardware-dependent and more complex to integrate.
4. Tangible Objects: When the Object Becomes the Interface

As soon as you put an object in someoneâs hand, the game changes. You move from âI clickâ to âI manipulate.â Itâs often more memorable and more inclusive, because the gesture is intuitive.
Some interactions that work very well in the field:
- Placing or removing an object: a clear, binary state (âplaced = activatedâ). In a museum, it might be a token placed on a plinth to display the corresponding content.
- Rotating: a progressive control, highly intuitive (like a volume knob). In training, it can be used to move through the steps of a procedure.
- Moving: explore, associate, compare. In retail, lifting a sample to trigger a product video.
- Using an object as a âkeyâ: each visitor receives a different object, and the experience adapts.
These gestures work because they donât need instructions. You see the object, you understand what you can do with it.
To dive deeper into this topic (multitouch tables, the TUIO protocol, practical use cases), see: Object Recognition on Multitouch Tables: Uses and Technologies.
For it to last, three things matter: an immediate response when the user acts, tolerance for imperfect gestures (object askew, upside down, moved too fast (it shouldnât crash)), and a plan B when the object disappears. Because an object handled by hundreds of visitors gets lost, broken, or pocketed. Plan for it from the start.
Feedback to the User: What Makes an Experience Hold Up
We talk a lot about detection technologies. But what makes the difference between âit worksâ and âitâs pleasantâ is the feedback you give the user after their action.
A sound, a vibration, a light that turns on: thatâs what confirms the gesture was understood. Without that confirmation, the user doubts, repeats the gesture, and you get double triggers, frustration, and phantom bugs.
And think about accessibility. Content thatâs only audio excludes people who are hard of hearing. Subtitles, transcripts, icons: itâs not optional: itâs what makes the experience work for everyone.
What You Can Do Without a Developer (and What Will Need One)
This is a point we rarely bring up, but it often determines a projectâs success.
The most common technologies (QR codes, NFC, BLE beacons, image recognition) can be integrated into an app without writing code. Thatâs what we do with PandaSuite. Multi-screen setups and physical object recognition are too, even if implementing them requires more technical rigour (hardware setup, TUIO protocol, calibration).
On the other hand, some technologies still require custom development: UWB, camera-based gesture detection, specific sensors embedded in objects. PandaSuite can serve as the foundation for the experience, but those building blocks will need additional technical integration. Budget, timeline, and maintenance follow.
Our advice: start with what you can prototype yourself. Validate the journey, test the content, measure your audienceâs engagement with accessible technologies.
If the need for a more advanced technology is confirmed in the field, youâll have real feedback rather than assumptions. Itâs less spectacular, but thatâs how you avoid projects that cost a lot and nobody uses.
How to Choose? The Right Questions to Ask
Rather than a complex comparison table, here are the questions that really matter:
âDoes my audience have time?â If yes, a QR code may be enough. If the flow is fast, favour NFC, beacons, or automatic detection.
âDoes the experience need to work without the internet?â NFC, beacons, and embedded content make you independent of the network. Thatâs a real advantage in many venues.
âWho will maintain the installation?â A QR code is almost zero maintenance. Beacons need battery changes. A vision system needs recalibration. Be realistic about the resources available after launch.
âIs the interaction accessible to everyone?â Height of devices, text size, alternatives to sound, required gestures⊠Consider the diversity of your audience from the design stage.
âAre we capturing personal data? Is it really necessary?â An NFC tag or QR code captures nothing by default. A camera or Wi-Fi can. Ask yourself before, not after.
And when two options seem equivalent, choose the one with the fewest dependencies (network, calibration, pairing) and that will best survive imperfect use. Thatâs almost always the best choice.
In Summary
A good technology choice isnât the one that impresses the most. Itâs the one that makes a journey obvious, reliable, and maintainable.
Three habits that make a difference:
- Limit the number of technologies in a single journey. Each added technology is a potential point of failure. Two or three complementary technologies is often the right balance.
- Favour usefulness and accessibility over the âwowâ effect. Spectacular wears off quickly if it doesnât work well.
- Document operations from the start. Who recharges? Who replaces? Who recalibrates? How is content updated? These questions are as important as the technology choice.



