In the present work, the bidirectional triad of competence, knowledge, and capacity (CKC) is analyzed in the final users. In the study of the various generations of users, the various objectives pursued when using interactive systems (online and off-line), whether intelligent or not, are detailed, and which range from consulting generic information through training to entertainment or pastime. In addition, a historical and project analysis is carried out towards the immediate future of the present triadic interrelation in order to maintain a successful and qualitative educational process, considering as fundamental variables the end user, emerging technologies, information technology, interactive design, gamification, entertainment, and tourism.