Geo Hernandez

F1 VR Experience

Immersive Data Visualization·3 min read

Formula 1 fans already juggle a broadcast, onboard cameras, radio, and a leaderboard. None of that was designed for a headset. I designed a VR viewing system that treats the race like a HUD, not a TV dragged into 3D.

Role

UX/UI Designer

Timeline

Fall 2026, 4 weeks

Type

Directed Studio (Senior Project)

Tools

Figma, ShapesXR, Meta Quest 3S, Cursor

Background

Formula 1 is one of the world's fastest-growing sports. The way people watch it has barely moved.

Problem

A race dumps more information than a flat screen can hold, and the director chooses what you see.

Solution

Keep the live stream fixed in front of you, then place cameras, standings, and driver info in spatial zones around it.

Outcome

A modular VR layout that stays readable and comfortable across a two-hour race.

Problem

Why This Project?

Unlike most projects, this did not start with a complaint. It started with a gap.

A Formula 1 fan already lives inside:

F1 TV Premium collage of live race feeds
Broadcast feed
Hamilton team radio transcript overlay
Team radio
Malaysian Grand Prix circuit map with sector data
Track Data
F1 driver telemetry dashboard with track map and gauges
Driver Telemetry
Onboard camera view behind Lewis Hamilton
Onboard cameras
Formula 1 live leaderboard graphic
Leaderboards

All of it lands on a rectangle someone else is cutting. There is no native Formula 1 experience for a headset. If you want the race in VR, you are mirroring a desktop or sitting in a virtual cinema, watching television with extra steps.

Opportunity

The data already exists. The screen is the bottleneck.

What if Formula 1 viewing was designed for the space around you, not for a television that happens to be in a headset?

That was the opening. Not a floating TV. A HUD.

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:

  • 01Watch the race
  • 02Monitor standings
  • 03Switch onboard cameras
  • 04Access driver information
  • 05Follow race events

without leaving the broadcast

Constraints

Quest-class headsets were the honest test. Largest consumer install base, limited battery, and a field of view that punishes anything you have to hunt for.

01

Long viewing sessions

A race regularly runs two to three hours. The layout has to survive the whole thing, not the first lap.

02

Battery life

Consumer headsets do not last a Grand Prix. Every extra turn of the head is energy you do not have.

03

Motion comfort

If you have to steer to read the standings, you will stop reading the standings.

04

Live data

Telemetry, cameras, and race control keep moving. The interface cannot freeze while the race does not.

Design for the race, not the demo

I designed for Meta Quest-class headsets because that is what people actually own. Comfort beat spectacle. If it only looks right for thirty seconds, it is not a viewing system.

Two hours in a headset only works if you barely have to look around.

Key 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

Live cockpit stream locked in the center with supporting panels faded at the edges

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.

Three spatial zones: leaderboard and radio on the left, race stream in the center, driver information on the right

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.

Window hierarchy diagram with primary, secondary, and support regions

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

Annotated module with title, top bar, action icon, and content regions

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

Notebook sketch of a core layout centered on a fixed broadcast window
Notebook notes for an F1 VR dashboard, target audience, and content needs
Notebook comparison of F1-branded, VisionOS, and general racing visual directions
Notebook sketches of modular windows, handles, and spatial interaction

I tried three visual directions. Some of them wanted to be a livery more than an interface. Familiar F1 color and type helped. Unchecked, they also fought the stream for attention.

Dense F1-branded spatial dashboard overlaid on a living room
  • Familiar
  • Brand aligned
  • Dense
  • Visually noisy

The Turn

Three looks in, some of the work was trying to win a beauty contest. A livery is not an interface.

Keep the stream in charge, quiet everything else down, and borrow from racing HUDs instead of television chrome.

The hybrid that shipped kept the identity, borrowed the logic of a racing HUD, and followed the rules of spatial computing: one anchor, quieter chrome, supporting information that knows it is supporting.

Final Design

Secondary modules handle the things you reach for during a stint: team radio and commentary, a live leaderboard, persistent driver information, and a camera browser for the broadcast, onboards, track cameras, and aerial views.

Support sits further out. Race-control notifications (yellow flags, red flags, safety cars, fastest laps) and a world-anchored track map you can glance at without steering the whole layout.

Spatial F1 viewing concept with modular windows
Spatial viewing concept with modular windows

Validation

I put the concept on a Quest with people who already watch Formula 1. The questions were simple: could they stay comfortable, could they find things, and did they still watch the race.

From the headset

The note that kept coming back:

“Don't make me look for the race.”

Key Findings

Finding 1

They wanted the race stream locked. Once it drifted, they stopped watching and started hunting.

Finding 2

Peripheral panels only worked if they stayed secondary. Equal weight meant equal noise.

Finding 3

A layout that did not reshuffle itself was easier to live in for two hours.

Reflection

Spatial Design Is Not Floating Screens

Putting windows in 3D is the easy part. The work is hierarchy, a place for everything to live, and a session you can survive. Every interface decision had to take something off the viewer's body: less turning, less searching, less deciding where to look.

What I learned: design for the length of a race, not the first thirty seconds. Build a system you can add a module to, not a one-off overlay. Translate a broadcast instead of copying one. Keep the race in front of you, and the data around you, and spatial computing starts to feel like watching, not operating software.

Next Project

Interactive Geography Learning Tool

Teachers needed one map they could teach with. Layered curriculum maps, live annotation, and a builder that cut production time in half.

  • Interaction Design
  • Usability
  • UX Engineering

EdTech Product Design

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