With the progression of technology and social media, interaction becomes the new communication and marketing strategy extending to include interactive technology, interactive advertising, interactive multi-media, and other categories. However, most interactive marketing usually ends when the interaction with the consumer ends, representing the completion of all interactive experiences. As time goes by, the consumer easily forgets the interactive experience and the experience to product correlation, resulting in the contents of the marketing objective to be forgotten as well. Therefore, this study is to propose the extension of the concept of the interactive behavior aftermath-Interactive Experience To Go, representations of after the interaction, the experience and the souvenir. Incorporating the actual interactive subject of complete interactive experience, allowing the interactive theme and contents to deeply be kept and remembered, this study, calling the interaction ”TO GO”. In this study, the research framework for the construction of four interactive experience model, combining interactive themes and interactive ”TO GO” interaction; through analog animation and questionnaire statistic from Two-way ANOVA and T test analysis, conducting data comparison and analysis with conclusions and suggestions. Finally, hope by the result of this study and analysis, future interactive marketing and design interactive experience can utilize the conclusion of this for reference.