Chiara 2024

A clinic you can walk through, shaped like the thing it treats.

Chiara is a virtual environment for a tooth-whitening brand: a building modelled on a tooth, where a visitor gets scanned, explores the treatment across four floors, and leaves with a whitening result they earned rather than an ad they sat through. Built in Unity, hosted on Spatial, in two weeks.

Chiara, a cutaway illustration of the tooth-shaped virtual building in pink and green

My role

User research, benchmarking, space and environment design, 3D modelling and material settings, interaction design.

Timeline

July 2024
2 weeks

Brand

Chiara by AirNivol
Tooth whitening

Built with

Unity · Spatial

Chiara, by AirNivol, is a treatment that whitens teeth in a non-aggressive, fast and effective way, described as “the accessory for all those who want a dazzling smile”.

The objective was to take a consumer who would normally arrive at a clinic knowing nothing, and walk them through experiencing the service, understanding what the brand is actually for, and coming away with a virtual whitening result of their own. Starting from the brand’s own website, we worked out what the scene needed to be, what the interactions were, and then what kind of space could hold both.

01 / Process

Two weeks, from brand study to a space people can stand in.

Brand and teeth-care study, conceptual conception, asset making, scene building, interactive development, project optimisation.

Design process board: concept ideation and the asset pipeline for scenes, models and materials, along the project timeline
The organising idea was architectural: build a dental architecture that echoes the theme of dental care, then put the tasks inside it. Those tasks are scanning, viewing the whitening effect, brand promotion and product collection.
01

Scenes

The building and environment were designed from Chiara’s concept and brand style crossed with the characteristics of an actual dentist’s office.

02

Models

Everything the interactive tasks needed had to be modelled, including Chiara bags, dental care products and chairs. If a visitor can pick it up, it had to exist first.

03

Materials

Extra processing on materials and scenes, because in a walkable space the surface quality is the brand impression.

02 / The space

Six moments, four floors, one continuous route.

The sequence is the argument: you are scanned before you are sold to, and you collect the product before you are given it.

Space introduction board: cutaway of the building annotated with the start point, scanning room, and first-floor product introduction room
You arrive on a floating island outside, where the tooth-shaped building does the work of making you curious. Inside, stairs lead down to a scanning room with glass bay windows. A holographic tooth scan runs on entry, and only when it finishes does a portal open.
Space introduction board: the second-floor product room, leisure balcony, and top floor corridor with central garden
The second floor holds a giant screen and an interactive booth of product boxes. Press F and a circular poster explains what each one is for. A delivery point leads out to an open-air balcony with a waterfall and an intelligent lounge chair.

The top floor corridor is where the visit pays off. Visitors collect storage boxes, manuals, transparent orthotics and syringes along the way, and once the set is complete the system awards Chiara’s whitening products, and then the expected result plays out on a tooth model in the central garden. The brand message lands at the end of an activity the visitor completed, not at the start of one they were interrupted by.

03 / In world

Four floors, as built.

In-world screenshots of all four floors of the Chiara virtual environment
First to fourth floor, running in Spatial, with pink interiors, planted terraces, and the whitening room at the top.
Interaction setting board: in-world prompts, the explore panel, wayfinding instructions and the backpack inventory holding collected Chiara products
The interaction layer: an explore panel that states what Chiara offers, prompts that tell you where to go next, and a backpack that holds what you have collected so far.
A walkthrough of the finished environment. The space is also live on Spatial.

Takeaways

Making a virtual visit feel like the real one.

The project deepened my understanding of how to combine spatial design and Unity to create immersive virtual experiences in the medical field. The hardest part was keeping the virtual clinic visit faithful to the real-world one while still being engaging and interactive. A real clinic is legible because it is familiar, and a virtual one has to earn that legibility from scratch.

Working across environment design, 3D modelling, interaction design and animation meant translating a clinical workflow into something walkable: the order a patient actually moves through a treatment, turned into rooms and a route. Doing all of those layers on one project is what made them legible as a single problem rather than six separate ones.

It also put medical branding and user experience in the same frame. Aesthetic appeal, usability and factual accuracy have to hold at once here, and the holographic scan, the product booth and the guided route were all versions of the same question: can a first-time visitor tell what to do next without being told. That is what carried forward. spatial design and interactivity can make care more legible rather than only more impressive.

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