Hi, my name is

Peter OttoKuhberg

Designer by training. Developer by curiosity. Builder by nature.

I prototype to think, and build to understand the world around me.

Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡Most recent project šŸ‘‡

About Me

I'm a prototyper, problem-solver, and self-taught developer with a background in Communication and Interaction Design. More than anything, I'm endlessly curious about how things work digitally, physically and mechanically

Whether it's our coffee machine, an app, or my son's duplo train, I can't help but take it apart, and figure out how it ticks. This mindset shapes my work. I design through building and I build to learn.

I'm at my best when exploring messy problems, testing ideas quickly, and learning by doing. I'm not afraid of not knowing. I'll happily dive into research, new tools, or entire ecosystems to get to the heart of a challenge.

I've prototyped physical products, built digital tools, designed complex systems, and written code to bring it all together. I care deeply about clarity, elegance, and momentum. I believe that playful ideas can solve serious problems.

Outside of work, I'm the person friends call when something breaks, needs to be built, or just doesn't make sense. I take that as a compliment.

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Peter Bot

Personal Project

2025

The whole shabang

Peter Bot began as a joke. Could a chatbot serve as the interface to my portfolio? I started by writing and answering questions about each project, and myself. Then injecting those Q&As into a language model's prompt. That worked for a while, until the prompt got too long and I hit token limits. So, I switched to a vector database and a retrieval-augmented generation (RAG) approach. Now, Peter Bot retrieves the most relevant context on the fly. It can also access a database of image descriptions to pull in visuals related to the user’s questions. I’m using the same RAG technique to generate follow-up questions and keep the conversation going. What started as a joke became a pretty involved, and kind of cool little project.

Peter bot with pixelated sunglasses and a smug smile, giving off a cool and confident vibe.
Peter bot displaying a large exclamation mark, indicating surprise, urgency, or alertness.
Peter bot with raised pixelated eyebrows and a wide smile, showing cheerful happiness.
Peter bot displaying an hourglass icon, symbolizing waiting, loading, or the passage of time.
Peter bot with heart-shaped pixel eyes and a smile, expressing love or admiration.
Peter bot with a clock face showing 12:00, possibly symbolizing power-off or reset state.
Peter bot with a question mark on the display, representing confusion or inquiry.
Peter bot with downcast eyes and a frown, clearly showing sadness or disappointment.
Peter bot with neutral pixel eyes and a soft smile, conveying calm friendliness.

Superland

AWDIO

2023

CTO & Co-founder

Was an AI-powered storytelling app for kids aged 4–12, built as a screen-light alternative to traditional entertainment. Born from a creative AI workshop at AWDIO, it lets children generate unique characters, places, and stories using GenAI, blending play and imagination. As CTO, I led the full technical architecture, including an offline-first mobile app, audio generation pipelines, and a custom story engine that created consistent, personalized narratives. Superland reached 4000+ monthly active users and became a beloved, playful experience for kids and parents alike.

Awards:

App of the Day

The last screen of the character creation flow in Superland, showing a completed character with options to start the adventure.
Pick an avatar for your character in Superland. The screen displays various avatar options with a playful and colorful design.
First step in the character creation flow in Superland, where users pick a name for their character. The screen is designed to be engaging and user-friendly.
The user selects traits for their character in Superland. The traits are presented as emojis, making the selection process fun and to add some randomeness to the backstory.
an overview of all the characters, objects, and locations created by the user in Superland. Here the user can also relisten to the backstory of the character they created.
The firs screen in V1 one of Superland, where users are prompted to create a hero.
After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a companion for the story.
After the user has selected to create a standalone story, the are prompted to pick the required characters, objects, and locations for the story. This screen shows the user picking a villian for the story.
In V2 we added a read along feature, where the user can listen to the story while reading along with the text. This screen shows the player UI for the read along feature.
The story player UI in Superland
The snake as we called it. It was a way to show the user how far they had progressed in the story, and what choices they had made. It was also used to show the user which characters, objects, and locations were part of the story.
The snake, after a user has finish a story, and the next step is for them to create a new charater.
This is the story view for one off stories. Here the user can see witch inputs are required, and get an overview of the story they are about to create. The user can also see past stories they have created, and relisten to them.
This is the splash screen for Superland.
This is the homescreen for V2 of the superland. Here the users is presented with all the one off stories they can create, they can create new characters, objects, and locations, and they can also navigate to season to access the snake.
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AWDIO

AWDIO

2022

CTO & Co-founder

Was an interactive audio platform for kids, initially incubated at LEGO Ventures and later spun out as a startup. Aimed at children up to age 12, it offered choose-your-own-adventure style stories designed to be fun, educational, and screen-light. As CTO, I led the end-to-end tech development, building the React Native app, a modular backend, and a custom story editor. We produced five professionally voiced story series, tested them with over 100 families, and designed the app to work offline first. AWDIO laid the foundation for what later evolved into Superland, our GenAI-powered storytelling pivot.

Step one on the onboarding flow in AWDIO. asking the user to turn on sound
Step two on in the onboarding flow in AWDIO, welcoming the user to the app
Step three in the onboarding flow, explainging how the pick
introducing the host Audie
asking the user to activate the microphone
activate the microphone modal in AWDIO
Asking the user to enable notifications in AWDIO
Asking the user to enable notifications in AWDIO, showing a modal with options to enable or skip notifications.
The explore screen, where the user can discover new stories. It features full screen cards with images and titles of the stories.
Showing a pop up when new content is available in AWDIO.
The browser screen in AWDIO, showing a list of available content, and the users active stories
Browser screen, with a full width card taking the yser to a selection on content, here it is all quizzes
Browser screen showing a list of available content, here it is a list of quizzes
The player UI, in its minimized state, showing the time left until next interaction
The player UI, showing time left until the next interaction, the past plot choices, and an option to go back to past choices.
Showing the player UI when the user has to make a choice to advance the story.
The end screem, where the user can replay, listen to the next episode, or listen to something else.
Intro to a new quiz
UI for what a question looks like, showing the possible answers.
UI for correct answer with confetti falling down, showing the user that they got the answer right.
After each question, the user is shown a fact related to the question they just answered.
The final screen of the quiz, showing the user their score.
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Pop Up People (PUP)

Pop Up People

2024

Freelance Developer

Launched in late 2024 as a freelance project for the Pop Up People team, this platform connects merchants without brick-and-mortar shops to offices and other venues interested in hosting market days. I took over a stalled codebase, re-scoped features to meet a tight timeline, and built the full-stack solution with Next.js, Tailwind CSS, shadcn UI, and PostgreSQL. A custom bidding engine handles market-day scheduling, bid deadlines, and deferred Stripe payments for winning merchants. Although the core web experience is live, mobile optimization is underway as adoption grows.

Landing screen prompting sign up ("Start noget godt - tilmeld dig her") with two options "Udstiller" and "Lokation".
Onboarding step asking user which category best describes their products with six options and an illustration of a vendor next to a "We are Open" sign.
Onboarding step highlighting personal brand benefits with an illustration of a market stand and a selection of topic tags for product types.
Onboarding step asking which region the vendor is based in with six geographic radio options and an illustration of a person leaning on a tablet.
Vendor dashboard home showing placeholders for cover and profile images, stand name, empty product section with a "TilfĆøj produkter" button, and a sidebar with a completion checklist.
Modal for editing stand details with form fields for name, company, description, category radio buttons, topic tags, and "Opdater" and "Fortryd" actions.
Completed stand page showing a cover photo, profile image, stand name, and a product listing featuring a small jar of honey titled "Lille flaske honning".
Banner prompting user to add payment information to ensure smooth agreement processing with a "TilfĆøj betaling" button and an illustration of two vendors.
Discovery page showing a grid of upcoming market-day cards with dates, times, venue names, images, and "LƦs mere" and "Byd" buttons plus filter dropdowns.
My market days page featuring a calendar highlighting booked dates, a summary of upcoming market days, and a list of bids placed by the user.
Bidding page presenting market-day details and payment method form with credit-card fields, plus terms acceptance and a "BekrƦft og byd" call-to-action.
Bidding page state showing a saved payment method selected, terms acceptance checkbox checked, and active "BekrƦft og byd" button.
Thank-you page confirming bid submission with market-day summary and an illustration of two hands high-fiving, plus buttons to discover more market days or view existing ones.
Settings page profile tab for vendors showing inputs for name, company, and email, plus notification toggles and policy links in the sidebar.
Settings page payment tab displaying saved credit-card details with an option to add a new card, alongside sidebar notification toggles.
Settings page password tab for vendors with current and new password fields, update action, and sidebar notifications.
Settings page account deletion tab for vendors outlining requirements to verify no booked market days before deleting account, with a "Slet konto" button.
Booked market-day detail page for locations showing status badge "Booket," date/time and venue info, and practical details like parking and contact person.
Location onboarding step for venues highlighting benefits and asking which category best describes the location (Kontor or Kontorhotel).
Location onboarding step asking average daily visitor numbers with four radio options (FƦrre end 200, 200-300, 300-400, Flere end 400) and illustration.
Location onboarding step allowing manual address search for selecting appropriate vendors with a search field and call-to-action.
Location dashboard home showing placeholders for cover and profile images, business name, empty practical details section with an "Udfyld" button, and a completion checklist sidebar.
Modal for editing location details with form fields for contact name, company name, description, category selection, visitor count radios, address input, and update actions.
Location dashboard showing completed practical details and business info sections with edit options and a call-to-action to create market days.
Prompt banner encouraging location to complete their profile before creating events, with a "Start her" button and an illustration of vendors.
Empty market-days management page for locations with calendar placeholder and an "Opret markedsdag" call-to-action placeholder panel.
Market-days list page for locations showing calendar controls, filter dropdown, and a mixed list of upcoming and bid-info cards.
Market-day detail management page for locations showing date header with cancel action, and two tabs for vendor bids and event details.
Vendor bid management list under the bids tab showing repeated product cards with title, description, category tag, image, and a "VƦlg udstiller" action.
Event details tab showing location info header, event metadata, and practical details sidebar for booked events under the details tab.
Location settings page profile tab showing fields for contact name, company name, and email, with notification toggles and policy links in the sidebar.
Location settings page password tab with inputs for existing and new password, update action, and sidebar notification toggles.
Location settings page account deletion tab outlining a verification requirement before allowing account deletion, with a "Slet konto" button and notification toggles.
Location onboarding address search step allowing the user to type an address and select from suggestions (e.g., "Gammel Jernbanevej, 2500 Valby").
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Bear & Co

CIID Research / VIRT-EU

2019

Principal Investigator & Designer

Bear & Co is an immersive installation by the CIID Research group for the VIRT-EU project that simulates ethical value conflicts within an IoT start-up. Participants join as ā€œnew employees,ā€ punch their core values onto a custom card, work through scenario-based dilemmas grounded in virtue ethics, the capabilities approach, and care ethics, and then debrief to explore any misalignments. Staged at Ars Electronica in September 2018 and demoed at ACM CHI 2019, it uses hands-on role play and structured reflection to integrate ethical reasoning into the design process.

Awards:

Honorary Mention, FastCompany 2019 Innovation by Design Awards (Experimental)

Operator’s manual page displayed in a binder, presenting a dilemma scenario where participants choose option A or B via a physical switch.
The Bear & Co operator’s station installation: a scaffold-style frame with illuminated workspace and two terminals for participant engagement.
Printed receipt emerging from the station, summarizing the participant’s choices and flagging any value–decision misalignments.
Close-up of the station’s LCD screen prompting ā€œWelcome! Insert Punchcard,ā€ guiding participants through the sign-in interaction.
Participant hands holding both the punched value card and the printed receipt side by side, illustrating the values-in-action workflow.

The Ethical Stack

CIID Research / VIRT-EU

2021

Concept, UX, Wireframes & Prototype Developer

The Ethical Stack is a responsive interface of paper and digital tools by CIID Research for the VIRT-EU project that structures ethical reflection throughout the design and development of connected technologies. Teams begin by mapping their product’s layered impacts and aligning on core values, then work through the Stack’s modules to create, connect, consider, and re-think social and ethical implications, and finally receive tailored ethical challenges with practical guidance. Developed over three years of co-creation and testing with entrepreneurs, developers, and designers in Copenhagen, Amsterdam, and London, it embeds virtue ethics, the capabilities approach, and care ethics into everyday product workflows.

Awards:

Core77 2020 Runner Up in Strategy & Research Award

Core77 2020 Notable in Design for Social Impact Award

Fast Company Honourable Mention, World Changing Ideas Awards

ā€œPopulate Your Stackā€ screen showing the multi-layered stack (Device, Data, Context, Team, 3rd Parties) with new device element entry (ā€œpower supplyā€) overlaid.
ā€œEnable Your Valuesā€ view illustrating interconnected value nodes (Responsibility, Transparency, Autonomy, etc.) with a modal prompt asking ā€œWill the device reduce individuals’ ability to make their own decisions?ā€
Augmented-reality style prototype overlay showing the stack layers on a car dashboard with a new data element entry (ā€œdijkstra’s algorithmā€) in progress.
ā€œWhat If Everyone in the World?ā€ worksheet layout—three scenario boxes (Good, Weird, Bad) branching into nine impact boxes for systematic ethical foresight.
Timeline diagram titled ā€œHow long will this take?ā€ outlining the three-phase flow: Stack population (1 h), values challenges (1.5 h), and final reflection.
Iconography for the stack entry phase—stack layers with plus symbols marking where new elements can be added.
Iconography for the values-to-challenge phase—dashed lines linking stack layers down to an ethical issue plane.
Iconography for the challenge review phase—highlighted ethical issues in pink with callouts on the stack-to-issue links.

Building Businesses’ Climate Resilience Tool

UNEP DTU / ADPC / Ceylon Chamber of Commerce

2018–2021

Research, UX, UI & Prototype Developer

Building Businesses’ Climate Resilience (BBCR) is a mobile application and toolkit co-developed by the UNEP DTU Partnership, Asian Disaster Preparedness Center, Ceylon Chamber of Commerce, and MPEnsystems with funding from the Nordic Climate Facility. Launched as a project in September 2018 and unveiled at a regional dissemination forum in Colombo on 28 September 2021, BBCR guides Sri Lankan SMEs and their support agencies through flood-risk assessment, preparedness actions, and recovery planning. Informed by three weeks of on-the-ground research, interviews, co-creation workshops, and prototype testing in Sri Lanka, the app delivers accessible, context-specific recommendations to help small businesses maintain continuity and build long-term resilience against climate-driven disasters.

ā€œMapā€ view showing the 3-day flood forecast (Thu–Sat temperatures and 0 mm rain) above a Google map centered on the user’s location in Copenhagen, with a ā€œCurrent precipitation near you is lowā€ alert banner.
Regional map of Sri Lanka under the ā€œMapā€ tab with clustered sensor markers (ā€œ2ā€) and a persistent low-precipitation notification, illustrating GeoJSON rainfall overlays.
Detailed precipitation overlay map showing point measurements (e.g. ā€œ60 mmā€ and ā€œ0 mmā€) beneath the ā€œCurrent precipitation near you is lowā€ banner, demonstrating dynamic rainfall data visualization.
ā€œRisk Assessmentā€ modal under the ā€œActionsā€ tab prompting the SME user with ā€œHow often have you experienced flooding in the past 5 years?ā€ and four radio-button options.
ā€œRisks to Your Businessā€ summary card showing Low/Medium/High risk categories with corresponding icons for Equipment, Employees, Premises, Inventory, and Operations, plus collapsible Survey Results and financing recommendations.
ā€œReportā€ tab forms: a ā€œSet ā€˜Sensor’ Locationā€ card with latitude/longitude inputs and ā€œSet Locationā€ button, an ā€œAdd New Rain Dataā€ card for submitting mm values, and a ā€œHistoryā€ card listing past entries (e.g. 250 mm on 28 Dec 2020).
In-field user testing session: an SME participant at a desk pointing to the prototype on an Android phone beside a notebook and hand-drawn app wireframes, illustrating the co-creation workshop setup.

NeXTWORKS

ROCKWOOL Foundation / Danish municipalities

2017–2022

Project Manager & Designer

NeXTWORKS is a network-oriented service co-designed with the ROCKWOOL Foundation and five Danish municipalities to help young people (18–29) on public benefits find and choose relevant internships through in-person meetups with over 250 company partners. Deployed since 2017 and engaging 300+ youth per year, the service pairs weekly youth-network sessions with monthly company meetups, underpinned by a digital dashboard that tracks matches, progress, and outcomes. As Project Manager & Designer, I led service design workshops, prototyped the hybrid paper-digital platform, and oversaw its iterative roll-out, making it indsigt.designs longest-running live project.

ā€œUngedataā€ dashboard (DATA tab) showing youth absence metrics cards (total days absent in company, due to illness, in network group, network-illness), a ā€œmĆødestabilitetā€ flag, a time-series line chart of feedback over time, logbook notes, circular ā€œBevƦgelserā€ chart, and a 6-week conversation list.
ā€œStatistikā€ results screen showing a grid of metric cards under ā€œUngedataā€ (active youth in NW, those employed, alumni >2 weeks, never met in NW, repeaters, alumni moved on to jobs/education/other offerings, average program duration) and ā€œVirksomhedsdataā€ (active/inactive companies, facilitated internships, average active period, missing forms).
ā€œNy feedback formularā€ modal overlay (TOOLS tab) with dropdowns for group and coach, followed by sliders for ā€œPersonligt velbefindende,ā€ ā€œArbejdsopgaver,ā€ ā€œSamarbejde,ā€ ā€œGenerelt,ā€ and more questions about network-group and company experience.
ā€œDatabaseā€ screen listing editable categories: Unge (youth), Virksomheder (companies), Sagsbehandlere (caseworkers), NW Teamet, NW-grupper for unge, NW-grupper for virksomheder, and Jobcentre, each with icon and explanatory text.
ā€œBevƦgelserā€ monitoring screen showing a search bar and a grid of individual ā€œmovementā€ donuts for participants (Marc Engel, Simon Johansen, Lasse Rasmussen, etc.), each donut layer encoding ā€œRetning,ā€ ā€œVedholdenhed,ā€ ā€œNysgerrighed,ā€ ā€œResiliens,ā€ and ā€œSelvvƦrd.ā€
ā€œVirksomhedsprofilerā€ details view (RESULTATER tab) for a partner company ā€œGimle,ā€ showing the company logo, contact information, responsible staff card, remarks, a large image carousel of the venue, and panels for company description, culture, and tasks.

Perspekt 2.0

Dansk Center for UndervisningsmiljĆø

2020

Project Manager & Designer

Perspekt 2.0 is a digital teaching platform developed for the Danish Center for UndervisningsmiljĆø to help primary school teachers deliver structured socio-emotional learning and track class wellbeing. It transforms comprehensive printed materials into an accessible web interface with three modules (early, middle and upper grades), each containing 15–16 lesson chapters complete with clear learning goals, exercises and worksheets. Piloted for a year with 70 schools in collaboration with Aarhus University and VIVE and officially launched in August 2024, it offers robust information design to make abundant content easily navigable and supports data-driven reflection on student social skills.

Landing ā€œLog indā€ page for Perspekt 2.0 showing the Perspect logo, teaser video embed, long-form description of the program’s goals and competencies, and a login/register form at right.
Module selection dashboard (ā€œMin profilā€) showing three tabs for Modul 1 (0.–3. kl.), Modul 2 (4.–6. kl.), Modul 3 (7.–9. kl.), and a grid of class cards (including ā€œOpret ny klasseā€ and sample classes 4.x, 4q, 1.a, 5c) with progress bars and ā€œRedigĆ©r klasseā€ links.
Alternate view of the module dashboard (Sketch HD prototype) with the same tabbed modules and class cards layout, demonstrating the design mockup state.
Prototype variation of the module dashboard showing selected ā€œModul 2ā€ tab and identical card grid for class management, illustrating design revisions.
Chapter overview view for a chosen class (4.x) showing left-hand ā€œKapillerā€ navigation list, main ā€œKapitel 1 – Tanker og fĆølelserā€ content panel, right ā€œFokuspunkterā€ checklist, and six exercise cards (Ƙvelse 1–5 and Opsamling) with content and worksheet action buttons.
Completed-state view of the chapter exercises with checkmarks overlay on Ƙvelse 1–5 (blue) and Opsamling (gold) cards, indicating which activities have been finished by the class.

Future Erasure

CIID Research, University of Newcastle, Research Center for Material Culture

2018

Interface & Machine Design

Future Erasure is a futurescaping workshop by CIID Research in collaboration with the University of Newcastle and the Research Center for Material Culture as part of the CoHERE project. Set in a scenario where museums must delete 20% of their collections each year, it uses speculative design and design fiction, newspapers, films, physical prototypes, and d3.js-driven interactive simulations, to immerse heritage experts in tasks like crafting deletion algorithms, prototyping devices for experiencing erased objects, and envisioning public interaction systems. The workshop provoked deep debate on institutional values and future visions for heritage preservation.

Awards:

Notable, Core77 Design Awards 2018 (Strategy & Research & Design Education Initiative)

Shortlisted, IxDA Awards 2019 (Disrupting)

Longlisted, Dazeen Awards 2019 (Future Erasure)

Workshop participants seated around a table strewn with printed materials, behind a semi-transparent overlay of ā€œThe Deletion Bureauā€ seal, illustrating the speculative fiction framing used to immerse heritage experts in the Future Erasure scenario.
Close-up of a bright orange field case containing a custom ā€œPunchcardā€ device prototype, with a participant’s hand reaching to insert a punchcard—demonstrating the tangible prototyping exercise for interacting with erased heritage objects.
Participant holding a custom punchcard receipt printed with algorithmic output (ā€œE pluribus paucaā€), highlighting how deletion algorithms generate tangible artifacts for expert review and reflection.
Exercise slide showing three speculative design tasks plotted on axes labeled ā€œkeeping the essenceā€ to ā€œreimagine the future,ā€ mapping steps for interacting with erased objects through three escalating exercises.
Detail of Diego VelĆ”zquez’s ā€œLas Meninasā€ overlaid with green face-tag bounding boxes and ā€œadd tagā€ prompts, representing the deletion algorithm simulation where subjects are selectively marked for erasure.
Browser-based AI training interface v2.0 with three sliders for ā€œideas,ā€ ā€œhistory,ā€ and ā€œrare,ā€ each set to a weight, illustrating the d3.js–driven interactive simulation for configuring deletion criteria.

Escaping the Strange Loop

EUROfusion consortium / CIID Research

2019

UX & Digital / Physical Prototype Developer

Escaping the Strange Loop is a participatory interactive installation by CIID Research in collaboration with the H2020 EUROfusion consortium that turns real energy-and-climate data into a game-like futurescape. Developed in 2018–2019, teams of three navigate a circular ā€œloopā€ of missions set in 2050, 2080, and 2100, guided by the AI narrator GAIA. Using d3.js visualizations, Node.js logic, Arduino-driven consoles, video projections, and physical artefacts, participants make collective energy policy choices and witness their cumulative impact on a holographic planet finale bringing fusion and climate scenarios to life through embodied exploration.

Awards:

Runner-up, Speculative Design, Core77 Design Awards 2020

Notable, Strategy & Research, Core77 Design Awards 2020

Notable, Design for Social Impact, Core77 Design Awards 2020

Shortlisted, Optimizing, IxDA Interaction Awards 2020

Participants gather around a dimly lit loop of LED markers in the exhibition hall, peering at a tablet that streams real-time projections of future energy scenarios—evoking the immersive, game-like environment of Escaping the Strange Loop.
A topographic data-slice of North Africa is projected onto a curved surface, overlaid with scrolling policy narratives about water scarcity and migration—one of the three synchronized ā€œmission slicesā€ that anchor each loop’s storyline.
A circular d3.js visualization of eight energy-policy artefacts floats over a live video of a participant, illustrating the branching scenarios teams navigate at each mission node under the AI guide GAIA.
Close-up of a visitor’s lanyard card being slipped into a custom Arduino-powered ā€œmission consoleā€ reader, which triggers the next branch of the installation’s narrative and records the team’s collective choice.
The central ā€œhologram finaleā€ prototype—a clear acrylic cube with etched concentric lines—emits light to form a low-fi planet model, visualizing the cumulative impact of each team’s energy choices.
One of the mission consoles in action: a visitor presses a capacitive pad next to projected circular icons, activating the next animated scenario slice in the loop of 2050, 2080, and 2100 missions.
Vector diagram of the full circular layout showing eight distinct policy artefact nodes orbiting a central globe—used in design documents to map physical placement and narrative flow across the three mission loops.
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