Formula 1 Virtual Reality Dashboard
Immersive Data Visualization
Converted a complex 3D concept into a scalable, teacher-ready layered map solution — adopted as the standard for Abeka geography products.
Role
UX/UI Designer
Timeline
Fall 2026 - 4 weeks
Skills
Systems thinking
Real-time data UX
Information Architecture
Tools
Figma
ShapesXR
Meta Quest 3S
Cursor
TL;DR
This project required end-to-end product design skills, from identifying an opportunity and defining user needs to translating complex, real-time race data into a clear spatial interface. I applied systems thinking and information architecture to organize multiple live data streams, interaction design to create intuitive controls in a 3D environment, and spatial UX principles to ensure comfort and readability during long sessions.
The work also involved rapid prototyping in Figma and ShapesXR, usability testing with VR users, accessibility considerations across lighting conditions, and iterative refinement based on feedback, combining design strategy, technical execution, and human-computer interaction expertise.
Overview
Formula 1 is one of the most data-rich spectator sports. Beyond the race feed itself, viewers continuously track driver positions, tire strategies, onboard cameras, radio communications, sector times, and changing race conditions. Traditional broadcasts compress this information into layered 2D graphics, forcing fans to parse complex data streams within limited screen space.
As virtual reality hardware becomes more accessible, it presents an opportunity to rethink how this information could be organized. Rather than squeezing more overlays onto a flat screen, spatial computing allows content to be distributed around the viewer in three dimensions, potentially improving clarity and engagement.
Opportunity
While exploring ideas for a Directed Studio project, I encountered widespread community demand for a native VR viewing option for Formula 1. Existing workarounds typically involve mirroring a desktop browser inside a headset, which fails to leverage VR’s spatial capabilities.
This gap suggested an opportunity: instead of recreating a physical seat at the track, what if VR were used to enhance the informational experience of watching the race?
Insights
01
No native F1TV VR experience exists today
02
Fans rely on browser workarounds or screen mirroring
03
Strong community demand over multiple years
Design Goal
The goal was to design a VR experience for dedicated fans who want deeper context, control, and awareness during a race not to replace the broadcast, but to augment it.
Key Objectives
Make complex live data easy to scan and understand
Preserve the race feed as the primary focus
Avoid overwhelming users with unnecessary immersion
Create a scalable system rather than a single layout
Target User - Hardcore Formula 1 Fans
This experience is designed specifically for hardcore Formula 1 fans rather than casual viewers. These users already understand race structure, teams, drivers, and broadcast conventions, so the interface can present dense information without extensive onboarding.
I assumed they would be willing to watch an entire race in a headset, likely in a seated or reclined position, and would value deeper context and control over the viewing experience rather than simplicity.
By narrowing the audience this way, I could prioritize data richness and customization without diluting the experience for newcomers. This also reflects a realistic early-adopter market, since VR headset owners tend to be more engaged users willing to experiment with new viewing formats.
A more general-audience version would likely require progressive disclosure and simplified defaults, but that wasn’t the goal of this concept.
Platform Constraints
Designing for VR introduces physical and technical limitations not present in traditional interfaces.
Platform
Designed primarily for Meta Quest–class headsets
Largest VR install base and realistic market entry point
Key Constraints
Long session duration (F1 races last up to 2–3 hours)
Real-time data performance
Battery life and session length overlap almost perfectly, so comfort and efficiency weren’t optional — they were foundational constraints.
Design Implication
The experience must support long, low-effort sessions.
System Concept
Rather than a cinematic VR environment, the experience is structured as a spatial dashboard. The approach is closer to a racing simulation interface than a virtual grandstand.
A primary stream window anchors the experience directly in front of the user, functioning like a television in physical space. Around it, secondary windows present broadcast-relevant information such as leaderboards, alternate camera feeds, and driver details. Additional support elements provide contextual information like track maps or branding.
This hierarchy ensures that essential information is accessible at a glance without competing with the main race feed.
Sketches
Information Architecture
Visual Direction
Early explorations ranged from interfaces closely aligned with Formula 1’s broadcast branding to more futuristic concepts. Feedback indicated that highly stylized approaches felt either dated or visually noisy in VR.
The final direction prioritizes restraint: clear typography, high contrast, and minimal decoration. Familiar broadcast conventions are preserved where useful, but simplified to reduce cognitive load and visual clutter.
Design Progression
Window Anatomy
Design System
ShapesXR
Prototyping Approach
The project was developed through multiple layers of prototyping:
Framer was used to design layouts and interaction states.
ShapesXR enabled spatial construction of the interface for headset testing.
A micro-interactions playground simulated real-time race events such as flags and alerts to evaluate temporal behavior.
Testing in an actual headset was critical for assessing scale, readability, and comfort — factors that cannot be accurately judged on a flat screen.
Usability Insights
Informal sessions with experienced Formula 1 fans provided directional feedback. Participants found the layout intuitive and comparable to racing game interfaces, suggesting that leveraging familiar mental models reduced the learning curve.
One practical issue noted was peripheral blur near the edges of the headset display. This reinforced the decision to keep critical information within a central content boundary.
Short testing sessions indicated no immediate discomfort, supporting the viability of the comfort-first layout.
What “Good” Looks Like
Success isn’t clicks — it’s whether users choose VR again.
Outcome
The final design demonstrates how spatial computing can transform dense broadcast information into a structured, glanceable environment. By distributing content across space rather than stacking overlays, the system maintains clarity without sacrificing depth.
Instead of competing with the race feed, supporting information becomes ambient and accessible, allowing viewers to engage at their preferred level of detail.
Reflection
This project revealed that designing for spatial computing involves far more than placing screens in 3D space. Physical comfort, perceptual limits, and attention management become primary design concerns.
It also highlighted the potential for VR to enhance information-heavy experiences beyond entertainment, suggesting applications in fields where real-time situational awareness is critical.
Ultimately, the work demonstrates how thoughtful hierarchy, constraint-driven decisions, and human-centered design can turn emerging technology into a usable and meaningful experience.




















