We often understand interaction, especially in the presentation of details, requiring an interaction to produce changes in at least two or more content elements, simulating real space and time,
Real space: when you look at an item from a different perspective, the background behind this item and the item actually change, and you can’t just deal with the core items you interact with, so: the best interaction is not only to deal with the “core "Element", we must also take care of the "non-core" content changes in the spatial scene where the "core" element is located. PS: The details we often say determine the success or failure, or that the product/design he makes has details, often talking about the designer's ability to handle "non-core" content.
Real time: when you are still, time is actually playing, time does not stop, so you are "passive" also in motion, so there is no absolute stillness, so: essentially all elements are relative In motion.