This document discusses ways to engage teens in libraries through innovation, interaction, discovery, invention, and collaboration using various technologies. It provides examples such as Sphero balls, Sifteo cubes, music chairs, Lego WeDos, Little Bits, and smart tables to facilitate these concepts. The document also describes using an interactive wall, book reviews as QR codes, and other programs like laser tag and a digital petting zoo. It concludes by emphasizing creating a bright, colorful environment and arranging books cover-facing.