Interactive art is work that cannot complete itself: it needs the spectator to act. Some installations are simply walked through, over or around; others make the viewer's movement, touch, voice or choices part of the artwork's behaviour. The impulse predates the computer - cybernetic sculptures of the 1950s and 1960s already responded to their surroundings - but digital sensing made it a major form from the 1970s onward, from Myron Krueger's responsive video environments to Jeffrey Shaw's navigable projected cities and Rafael Lozano-Hemmer's city-scale participatory light works. What unites the genre is feedback: the piece senses, answers, and changes, so no two encounters are alike and the audience becomes co-author rather than viewer.
Exhibition view showing Honys Torres interacting with visitors during the presentation In the POP ART Context at FRESA y CHOCOLATE Gallery (CC BY 4.0 (credit: HonysTorresArt) · source
Defining characteristics
The work changes state in response to the viewer's movement, touch, voice or choices
Sensors and feedback loops replace the fixed, finished art object
Audience behaviour becomes part of the composition - the spectator is a co-author
Time-based and ever-changing: no two encounters produce the same experience
Room-scale environments and walk-through spaces rather than discrete objects
Common materials: projection, screens, light, sound, robotics and live data
Key figures
Nicolas Schöffer(1912-1992) — French cybernetic sculptor whose responsive kinetic works were forerunners of interactive art
Roy Ascott(b. 1928) — British pioneer of participatory and telematic art who made audience input part of the work