Gigamap Exhibition

The exhibition was held onsite at the National Institute for Design.

Co-designing a Pathway through Food Revolution for Social Change

GIGAMAP: Process of ‘individual capacity building’ leading to ‘collective capacities’ in order to contribute to positive social change.

Car-Free City Life

Gigamap: Autonomous public transport systems the then ongoing implementation of a car-free city center policy in Oslo.

Circulating Health Information toward Health Action

Gigamap: How might we help people to learn to manage their cardiovascular risk?

COLreg: The Regenerative Community

Gigamap: Proposes circular economy for a gardening colony including upcycling and the use of tokens.

Design in Indian Army

Gigamap: Design thinking and human-centric approach to broaden the spectrum of design in the Indian Army.

Equation of Craft in India

Gigamap: The craft sector in India through mapping interconnections and multidirectional influences.

Making Waves: Organizational gigamap

Gigamap: The complex web of structures that form part of organizations, and some of the components they may need to operate.

Norwegian Labour & Welfare and Oslo Adult Education

Gigamap: Bridging the gap between people and public services by offering an overview of the whole system.

Obesity Epidemic

Gigamap: Interdependencies, harmful feedback loops, and interventions to break the cycle of obesity.

Obesity in Western Pennsylvania

Gigamap: A visual guide to obesity and design interventions through Meadows’ leverage points.

VR to Fight Climate Change

Georgetown University Graduate School of Arts and Sciences

Washington, D.C., USA, 2020


  1. Alie Fordyce
  2. Anna Hoffman
  3. Shana Inofuentes
  4. Sacha Qasim
  5. Aditi Sahu

New technologies seemingly integrate at ever-increasing rates into consumers’ lives and minds. Virtual reality (VR) exemplifies this phenomenon by provoking psychological presence, a “sensation of ‘being there’” (Bailenson) that marks the threshold between any other fabricated experience, such as watching a video, and full immersion into a virtual world. Curious about the power of such technologies and how we may harness them to help make the world a better place, we explored commercial VR as a tool to produce pro-environmental behavior that combats climate change.

We conducted our analysis by mapping out the following three aspects of commercial VR: 1) its hard and software architecture; 2) a core algorithm that would produce user belief in acting on climate change; and 3) the broader world within which commercial VR and human-induced climate change operate, including the various forces driving and impacting them. In our study of this final systems map, we found that social influence could enable a feedback loop that activated commercial VR as a continuously more powerful agent to fight the causes of climate change.

VR Climate Change website