The digital interface has largely been a part of human experience since its inception in the 1940s. Over the past seven decades, the digital interface has become a ubiquitous tool for communication and interaction between human beings. Although this interface has been a part of our existence for close to seven decades, there are still common misconceptions that remain prevalent in the design of devices employing digital interfaces. This paper aims to highlight positive and negative behavioral affects, and attempts to provide solutions for new and compelling interactive digital experiences. At length, the understanding of how to design interactive experiences are explored in the Fourth Wall practicum project, a metaphor to address the changing landscape of human computer interaction and designed experiences. The Fourth Wall project is an experience that brings viewers and users a new method of interaction using existing digital interfaces. The ability to combine a 3D virtual experience, and a 2D tactile experience of a multi-touch light wall is the foundation for the Fourth Wall, an experience that is collaborative and allows users in both realms to interact with each other in real-time.