Mixed-Reality Exhibit / Spatial UX

Águia Sistemas Mixed-Reality Sales Exhibit

A portable Quest 3 sales exhibit that turned a physical logistics scale model into an interactive mixed-reality explanation of Águia Sistemas’ factory-automation capabilities.

Role
XR Exhibit Designer
Platform
Meta Quest 3
Year
2026

Overview

Águia Sistemas needed a sales exhibit that could make complex logistics automation feel clear, credible, and memorable. The experience was built around a physical architectural scale model of an Amazon facility: visitors put on a Meta Quest 3 in passthrough mode and see the model enhanced with spatial station buttons, animated 3D overlays, narration, media controls, and bilingual Portuguese/English interpretation.

The exhibit was completed and delivered in June 2026 for Águia Sistemas’ headquarters in São Paulo, Brazil, with the system also designed for future trade-show use.

My role

I worked as XR Exhibit Designer with eTribe, the lead contractor. I did not develop the Unity app or fabricate the physical model. My role was to design the virtual exhibit layer: the spatial UI, visual system, station buttons, control dock, brand application, interaction logic, production graphics, layout specifications, and headset build review.

The core team included Spencer Lindsay of eTribe as project manager, Paul Wolff on Unity development, and Liam Nguyen on 3D animation.

The design challenge

The interface had to solve two problems at once: support the factory’s chronological logistics flow while still allowing visitors to explore freely, and make the experience intuitive enough for first-time Quest users to navigate without coaching.

That meant restraint. The system needed obvious controls, forgiving state changes, clear visual feedback, and almost no unnecessary interface ceremony.

Concept

The physical model stays the anchor; digital content reveals what the model can’t show.

The physical model showed the facility. The mixed-reality layer showed the system in motion: packages moving through conveyor systems, changing levels, stopping at workstations, and continuing through the logistics flow. Animation, narration, text, and media all reinforced the same station-by-station story.

Spatial navigation

Seven virtual station buttons surrounded the model: A, B1, B2, C, D, E, and F. The letters implied a sequence without forcing one. Visitors could start at the beginning, jump to the end, or tap whatever station was nearest.

The buttons remained persistent after selection so the user was never trapped in a linear tour. Tapping another station replaced the current content automatically. The active station changed color, giving visitors a simple “you are here” cue during the experience.

Control dock

A waist-level control dock gave visitors access to close/reset, media mode, and carousel controls when a station included photos or video. I kept the dock flat, icon-first, and visually recessive so it stayed reachable without competing with the physical model, enlarged 3D content, or curved text/media panel.

The dock was designed as a navigation aid, not a destination. That distinction mattered.

Brand system translation

Águia Sistemas already had a mature industrial brand system, but it had not been translated into spatial mixed reality. I used the company’s brand guide — color, typography, logo rules, and visual tone — to create interface components that felt native to Águia without becoming loud or decorative.

The restraint was the point. Águia’s palette gave us range, but the interface needed hierarchy, not noise. Primary blue carried the text-panel system; orange marked key interactions; active states and animated logistics elements used the broader palette selectively.

Small details carried the system: corner radii, transparency, button shape, panel rounding, and icon style all needed to feel cohesive across the station buttons, control dock, and content panels.

Production handoff and review

I created production graphics in Adobe Illustrator and Photoshop, exported layered PNG assets for Unity, and produced detailed specification sheets covering type size, line height, spacing, margins, scale, and placement. I also used ShapesXR and Blender for quick spatial prototyping and mockups.

During build review, I used a Quest 3 headset to check scale, legibility, graphic fidelity, brand adherence, and interaction feel. Several refinements came from that review loop, including active station feedback, virtual model scale adjustments, and a revised 3D media icon after the model behavior changed from static to rotating.

Outcome

The exhibit was completed and delivered in June 2026. It is installed at Águia Sistemas’ São Paulo headquarters, with the lobby area being renovated around the exhibit. The client response was strongly positive, and the team is in discussion around potential follow-on work.

The honest limit: the exhibit has not yet traveled to trade shows, and there are no public visitor metrics or formal testimonial yet.

Reflection

If the project had another pass, I would spend it on the micro-transitions: how panels appear and disappear, how elements fade, how state changes ease into place, and how the whole MR layer feels in motion. The next level of polish would be less about adding features and more about making every transition feel intentionally choreographed.

Credits

Client: Águia Sistemas
Lead Contractor: eTribe / Spencer Lindsay
XR Exhibit Design: Todd Howard / Sprk
Unity Development: Paul Wolff
3D Animation: Liam Nguyen