Geo Hernandez

F1 VR Experience

Immersive Data Visualization·7 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.

An unaffiliated concept project. Formula 1, team, and driver marks belong to their owners and are used here to illustrate a design exploration.

Role

UX/UI Designer

Timeline

Fall 2026, 4 weeks

Type

Directed Studio (Senior Project)

Tools

Figma, ShapesXR, Meta Quest 3S, Cursor

Background

Formula 1 already produces more live information than a rectangle can hold. The way people watch it has barely moved.

Problem

During a race, a fan stitches a broadcast, cameras, radio, and a leaderboard by hand, and the director still chooses the picture.

Solution

Keep the live stream fixed as a spatial anchor, then place cameras, standings, and driver info in reusable zones around it.

Outcome

A modular viewing system that stays readable across a two-hour Grand Prix, checked with fans on a Quest.

Problem

Why This Project?

This started from a gap in how the sport is watched. Formula 1 already produces more live information than a rectangle can hold, and there is still no native way to watch it in a headset.

During a Grand Prix a 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 today, you are mirroring a desktop or sitting in a virtual cinema — a TV picture with none of the spatial advantages the hardware actually has.

Opportunity

The data already exists. Fans are already doing the work of stitching a race together. The opening was to stop asking a television to hold all of it.

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

That question is about attention before it is about visuals: where it lives, what is allowed to move, and how much of the body the interface is allowed to spend.

Research

Hardcore Formula 1 fans already know how to watch a race. What they do not know is how a two-hour Grand Prix feels in a headset: neck, battery, attention, and the second the car leaves the middle of the view.

I wrote the brief before I drew the layout. Success meant lasting the race, finding the board, and still watching the car.

Comfort

A viewer can last a full Grand Prix without steering to keep up.

Findability

Standings, cameras, and radio are where you left them, every lap.

Attention

The stream never loses the middle. Supporting information knows it is supporting.

References

I did not invent spatial rules for this project. I translated three sources into a Formula 1 viewing problem.

Solution

Core Concept

Recreating a television inside VR would have been the obvious move. It would also have ignored the platform.

I treated the experience the way a racing game treats a HUD. The broadcast stays in charge. Everything else is spatial: reachable, ranked, and allowed to recede.

The platform augments the stream. It does not replace it.

From a seated position, without leaving the broadcast, a fan can:

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

The system is how those jobs stay in reach from a seated view.

Design Evolution

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. I treated those as the design strategy from the start.

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. If the layout only works for a thirty-second demo, it is not a viewing system.

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

Iterations

I started on paper: who the layout was for, what a fan reaches for during a stint, and how a window should behave once you can put it anywhere. That sketch is the system in miniature. A fixed center, modular sides, and a rule that content can move without the layout moving.

Notebook pages working out the core layout, the target audience and content needs, a comparison of the F1-branded, VisionOS, and general racing directions, and sketches of modular windows and spatial interaction
The core layout, who it was for and what they needed within reach, the three visual directions side by side, and how a module should behave once you can put it anywhere.

From paper I took three visual directions to screen. Familiar F1 color and type helped people recognize the sport. 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, and a headset is not a more expensive television.

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

The window itself went through the same pass. Early chrome was louder than the content. The version that shipped is a quieter shell: one anatomy, reused across every module.

Four leaderboard chrome iterations, from a sharp navy frame to a rounded window with a top bar and inset content
The leaderboard, four chrome passes in. Later versions keep the identity and give the content more of the frame.

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.

Spatial System

Decision

Spatial zones

Race information competes for attention.

The interface is divided into three spatial zones, left, middle, and right, and each one serves a distinct purpose.

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

A layout that can take a new module without a new frame needs a vocabulary first. Zones decide where things may land. Windows are the shells. Components are the content. Those three stay independent so a new module does not force a new layout.

Three fixed areas in the viewer's field of view. A zone never holds content itself. It decides where a window is allowed to land, which is how the layout stays predictable for two hours and how the viewer's body stays out of the interface.

Decision

Fixed central stream

Users should never lose the race.

The live broadcast stays anchored in the middle zone and never moves.

  • Reduces head steering
  • Creates a consistent focal point
  • Mimics familiar television behavior
  • Improves comfort during long sessions

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

Final Design

Each module is a job a fan already does during a stint: watch the race, check the board, switch an onboard, read a driver, listen to radio. Support sits further out on purpose. Race-control notifications and a world-anchored track map can interrupt you without rearranging the layout you already learned.

ShapesXR scene of the F1 layout around a seated viewer, with the leaderboard and radio on the left, the cockpit stream in the center, and driver information on the right
The layout in ShapesXR, built around a seated viewer. Left and right stay narrow so the stream can keep the middle.
Live leaderboard for lap 36 of 52 with gaps, team marks, and tire compounds

Standings live in the left zone for the whole race. Position, gap, and compound stay readable at a glance, because the component never has to invent a new place to sit.

Most of the class did not own a headset. I built the same spatial model as a working prototype so they could collapse a panel, switch a camera, and fire a flag instead of watching a recording of me doing it.

Validation

I put the concept on a Quest with people who already watch Formula 1. The questions were the ones I had written down as success: could they stay comfortable, could they find things without hunting, and did they still watch the race.

A classmate wearing a Meta Quest headset and holding controllers during a user test of the F1 VR layout
Testing the layout on a Quest with someone who already watches the sport.

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

The work is not placing windows in 3D. It 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.

Design for the length of a session, not the first thirty seconds. Build a system you can add a module to, not a one-off overlay. Translate a platform instead of copying a screen. Prototype the interaction, then test it with the people who already know the job. 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

EdTech Product Design

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

Interested in working together?

I'm looking for product and interaction design roles where I can prototype, ship, and work closely with engineering and product.

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