Vehicle, Automobile, Pak, Education, Training , l part of the organizational setting. Interactive technologies are “methods, tools or devices that allow various entities (individuals, machines, or organizations) to engage in mediated communication to facilitate the planning and consummation of exchanges between them.” (Varadarajan et al., Citation2010, p. 97). In the present paper, we focus on interactive technologies whose communicating entities are team members and which vary in their degree of interactivity (Bolton & Saxena-Iyer, Citation2009). At the low end of interactivity, interactive technologies can include static websites, whereas at the high end of interactivity, they can include robots or AI-powered interlocutors. Such interactive technologies are increasingly being applied to assist team interactions (DeCostanza et al., Citation2018). For instance, video conferencing tools, such as Zoom, Skype, or Cisco Webex, are used by more than 78% of corporate companies (Czmut, Citation2021). This illustrates the strong integration of interactive technologies and teamworkFootnote2 in today’s organizational world. Although technology has become ubiquitous in our everyday lives, encompassing both leisure and work activities, there is a clear interest in designing and implementing technologies for teams in the work context. It all started with computer labs in schools, providing students, and even some teachers, access to computers for the first time in their lives. Today, computers and the use of technology have become an integral part of people’s everyday lives, with pre-school learners being exposed to technology even before they master the basic skills of reading, writing and arithmetic. The introduction of the interactive whiteboard in the classroom has since resulted in an era in which the use of technology was literally moved to the front and centre of the learning environment, with many teachers and educators grasping the opportunity to enhance teaching by effectively using it as an interactive, real-time projection device, resulting in higher levels of student participation and concentration. A concept that was and is unfortunately overlooked is that the technology (hardware) is, ultimately, merely a means to an end. External school funding projects allowed schools to implement interactive whiteboard solutions in many classrooms and, due to the focus placed on the acquisition of the tangible items, the concept of such devices simply being a means to an end was overlooked by many. This resulted in a significant number of interactive whiteboards either being used as projection surfaces only, or not used at all. Apart from the lack of basic and ongoing professional development, the technology has been regarded as finicky and problematic, often requiring constant re-calibration, the use of external light sources which impact viewing quality, issues around incorrect software drivers and more. Many of these issues arose as the result of