F1 VR Experience

Immersive Data Visualization

Designing a Spatial, Data-Driven Live Viewing System

Role

UX/UI Designer

Timeline

Fall 2026 - 4 weeks

Project Type

Directed Studio (Senior Project)

Tools

Figma

ShapesXR

Meta Quest 3S

Cursor

Background

Formula 1 is one of the world's fastest-growing sports, yet the viewing experience remains largely unchanged.

Problem

Traditional broadcasts provide little control over how fans consume a race, creating a passive viewing experience.

Solution

Designed a VR companion platform that allows fans to explore race data, camera feeds, and driver information spatially.

Outcome

Created a modular spatial viewing system optimized for comfort, clarity, and long-duration race sessions.

Problem

Why This Project?

Unlike most projects, this did not begin with a traditional pain point. Instead, it began with an opportunity.

Formula 1 fans consume an enormous amount of live information:

Broadcast feed

Team radio

Track Data

Driver Telemetry

Onboard cameras

Leaderboards

Broadcast feed

Driver Telemetry

Team radio

Onboard cameras

Track Data

Leaderboards

Yet all of that information is constrained to a flat screen controlled by a race director. At the same time, no native Formula 1 VR viewing experience currently exists. Fans who attempt to watch races in VR rely on browser workarounds, screen mirroring, or virtual desktop applications.

The Presented Opportunity

What if Formula 1 viewing was designed specifically for spatial computing instead of traditional screens?

Solution

Core Concept

Rather than recreating a television inside VR, I approached the experience as a racing game HUD. Instead of replacing the broadcast:


The platform augments it.


The live race stream remains the primary experience while supporting information becomes spatially distributed around the viewer.

This allows fans to:

01

Watch the race

02

Monitor standings

03

Switch onboard cameras

04

Access driver information

05

Follow race events

without leaving the broadcast

Constraints

Platform

The experience was designed primarily for Meta Quest-class headsets. This platform was selected because it represents the largest consumer VR install base and the most realistic entry point for a future Formula 1 product.

Key Constraints

Long Viewing Sessions

Formula 1 races regularly last between 2–3 hours.

Battery Limitations

Consumer VR headsets have limited battery life.

Motion Comfort

Frequent head movement can create fatigue during extended sessions.

Real-Time Data

Race telemetry and broadcast information must update continuously.

Design Principle

These constraints led to a core design principle:

The experience should support long-duration viewing with minimal cognitive and physical effort.

Design Decisions

Decision #1

Fixed Central Stream

Problem

Users should never lose the race

Solution

The live broadcast remains anchored in a fixed central position

Why?

  • Reduces head steering

  • Creates a consistent focal point

  • Mimics familiar television behavior

  • Improves comfort during long sessions

Outcome

Users can quickly glance at supporting information and immediately return to the race.

Decision #2

Spatial Zones

Problem

Race information competes for attention.

Solution

The interface is divided into three spatial zones: Left, Center, Right. Each zone serves a distinct purpose.

Outcome

Users spend less time searching for information and more time watching the race.

Decision #3

Window Hierarchy

Problem

Not every piece of information deserves equal prominence.

Solution

Created a hierarchy of windows: Primary, Secondary, and Support.

Outcome

Clear visual hierarchy reduces cognitive load.

Decision #4

Modular Window System

Problem

Future race experiences may require new information modules.

Solution

Windows were designed as reusable system components.

Each module can be added, removed, resized, or repositioned without redesigning the interface.

Outcome

The system can scale as new race features are introduced.

Design Iterations

Early Exploration

I explored three visual directions

Direction 1

F1 Broadcast Style

Pros

Familiar

Brand aligned

Cons

Dense

Visually noisy

Direction 2

General Racing Interface

Pros

Cleaner hierarchy

More modern

Cons

Less distinctive

Direction 3

VisionOS Inspired

Pros

Spatially native

Elegant

Cons

Risked prioritizing aesthetics over usability

Final Design

Final Direction

The final solution combines the F1 visual identity, modern racing interfaces, spatial computing principles This hybrid approach maintained familiarity while reducing visual complexity. The race stream remains the visual anchor. Supporting information surrounds the broadcast without competing with it.

Secondary Components

Audio Window

Access team radio and commentary feeds

Leaderboard

Live race positions and intervals

Driver Information

Persistent driver and team details

Audio Window

Access team radio and commentary feeds

Driver Information

Persistent driver and team details

Leaderboard

Live race positions and intervals

Camera Browser

Switch between: Broadcast, Onboards, Track cameras, and Aerial views

Support Components

Notifications

Race control events including: Yellow Flags, Red Flags, Safety Cars, Fastest Laps

Track Map

World-anchored spatial track visualization

Validation

User Testing

I tested the concept with experienced Formula 1 fans using Meta Quest hardware. The objective was to evaluate:

Comfort

Spatial understanding

Information clarity

Key Findings and Results

Finding 1

Users preferred keeping the race stream fixed.

Maintained fixed central stream

Finding 2

Peripheral information worked best when secondary to the broadcast.

Strengthened hierarchy

Finding 3

Persistent layouts reduced cognitive load.

Reduced competing visual elements

Reflection

Spatial Design Is Not Floating Screens

The most important lesson from this project was learning that successful spatial interfaces require more than simply placing windows in 3D space.


Good spatial design requires:

  • Hierarchy

  • Predictability

  • Comfort

  • Endurance


Every interface decision must reduce physical and cognitive effort.

What I Learned

  • Designing for long-duration sessions

  • Building systems for spatial environments

  • Translating broadcast experiences into XR

  • Creating scalable modular interfaces

Interested in working together?

I’m seeking product design opportunities where I can drive measurable outcomes and collaborate with cross-functional teams.


Let’s connect.

Interested in working together?

I’m seeking product design opportunities where I can drive measurable outcomes and collaborate with cross-functional teams.


Let’s connect.