RacePulse

RacePulse

RacePulse

A data-driven broadcast interface for live racing

A data-driven broadcast interface for live racing

A data-driven broadcast interface for live racing

THE CHALLENGE

THE CHALLENGE

THE CHALLENGE

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

THE CONCEPT

THE CONCEPT

THE CONCEPT

Designing for the moment, not just the screen



Instead of designing a collection of static broadcast panels, I approached RacePulse as a connected interactive system.



A single race event could trigger multiple responses across the interface.

Designing for the moment, not just the screen



Instead of designing a collection of static broadcast panels, I approached RacePulse as a connected interactive system.



A single race event could trigger multiple responses across the interface.

Designing for the moment, not just the screen



Instead of designing a collection of static broadcast panels, I approached RacePulse as a connected interactive system.



A single race event could trigger multiple responses across the interface.

OVERTAKE

Leaderboard updates

Driver Focus changes

Driver highlights on circuit

Event Feed reports the event

OVERTAKE

Leaderboard updates

Driver Focus changes

Driver highlights on circuit

Event Feed reports the event

OVERTAKE

Leaderboard updates

Driver Focus changes

Driver highlights on circuit

Event Feed reports the event


INFORMATION ARCHITECTURE


INFORMATION ARCHITECTURE


INFORMATION ARCHITECTURE

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

Live broadcasts need to communicate constantly changing information without overwhelming the viewer.
The challenge was to design a broadcast interface that could respond to race events in real time while remaining clear, fast to understand, and visually engaging.

THE INTERFACE

THE INTERFACE

THE INTERFACE

Live Leaderboard

Live Leaderboard

Live Leaderboard

The leaderboard provides the fastest way to understand the current race order.
The key interaction is the dynamic position swap.
When a driver overtakes another:

The leaderboard provides the fastest way to understand the current race order.
The key interaction is the dynamic position swap.
When a driver overtakes another:

The leaderboard provides the fastest way to understand the current race order.
The key interaction is the dynamic position swap.
When a driver overtakes another:

P1 VER +0.000

P2 NOR +0.842

P1 VER +0.000

P2 NOR +0.842

P1 VER +0.000

P2 NOR +0.842

becomes

becomes

P1 NOR +0.000

P2 VER +0.214

P1 NOR +0.000

P2 VER +0.214

P1 NOR +0.000

P2 VER +0.214

Rather than instantly replacing the values, the rows transition between positions to make the change easy to follow.

Rather than instantly replacing the values, the rows transition between positions to make the change easy to follow.

Rather than instantly replacing the values, the rows transition between positions to make the change easy to follow.

Driver Focus

Driver Focus

Driver Focus

A closer look at the driver
The Driver Focus card provides detailed information about the currently selected driver.
It includes:

  • Position

  • Gap

  • Last lap

  • Best lap

  • Tire compound

  • Tire age

  • DRS

  • ERS


A closer look at the driver
The Driver Focus card provides detailed information about the currently selected driver.
It includes:

  • Position

  • Gap

  • Last lap

  • Best lap

  • Tire compound

  • Tire age

  • DRS

  • ERS


A closer look at the driver
The Driver Focus card provides detailed information about the currently selected driver.
It includes:

  • Position

  • Gap

  • Last lap

  • Best lap

  • Tire compound

  • Tire age

  • DRS

  • ERS


The component was designed as a reusable system rather than being tied to a single driver.
Changing the selected driver updates the content and visual state of the card.

The component was designed as a reusable system rather than being tied to a single driver.
Changing the selected driver updates the content and visual state of the card.

The component was designed as a reusable system rather than being tied to a single driver.
Changing the selected driver updates the content and visual state of the card.

Circuit Map

Circuit Map

Circuit Map

Visualizing the race beyond the leaderboard
The circuit map provides spatial context by showing driver positions directly on the track.
Drivers move along the circuit while the selected driver receives additional visual emphasis.
This creates a direct relationship between:

Visualizing the race beyond the leaderboard
The circuit map provides spatial context by showing driver positions directly on the track.
Drivers move along the circuit while the selected driver receives additional visual emphasis.
This creates a direct relationship between:

Visualizing the race beyond the leaderboard
The circuit map provides spatial context by showing driver positions directly on the track.
Drivers move along the circuit while the selected driver receives additional visual emphasis.
This creates a direct relationship between:

Driver Focus ↔ Circuit Map

Driver Focus ↔ Circuit Map

Driver Focus ↔ Circuit Map

Selecting a driver doesn't just change the information card. Their position on the circuit becomes part of the same interaction.

Selecting a driver doesn't just change the information card. Their position on the circuit becomes part of the same interaction.

Selecting a driver doesn't just change the information card. Their position on the circuit becomes part of the same interaction.

Live Event Feed

Live Event Feed

Live Event Feed

Making race events visible
The Event Feed communicates important moments as they happen:

Making race events visible
The Event Feed communicates important moments as they happen:

Making race events visible
The Event Feed communicates important moments as they happen:


  • Overtakes

  • Fastest laps

  • Pit stops

  • Safety events

  • Race completion


  • Overtakes

  • Fastest laps

  • Pit stops

  • Safety events

  • Race completion


  • Overtakes

  • Fastest laps

  • Pit stops

  • Safety events

  • Race completion

Events enter and leave the feed through animated transitions, allowing the interface to communicate change without disrupting the rest of the broadcast.

Events enter and leave the feed through animated transitions, allowing the interface to communicate change without disrupting the rest of the broadcast.

Events enter and leave the feed through animated transitions, allowing the interface to communicate change without disrupting the rest of the broadcast.

DESIGNING THE MOTION SYSTEM

DESIGNING THE MOTION SYSTEM

DESIGNING THE MOTION SYSTEM

Motion communicates change.
I used motion primarily to communicate state changes rather than as decoration.

Motion communicates change.
I used motion primarily to communicate state changes rather than as decoration.

Motion communicates change.
I used motion primarily to communicate state changes rather than as decoration.

Position changes
I used motion primarily to communicate state changes rather than as decoration.

Position changes
I used motion primarily to communicate state changes rather than as decoration.

Position changes
I used motion primarily to communicate state changes rather than as decoration.

Data changes
Timing values update through animated transitions rather than abrupt replacements.

Data changes
Timing values update through animated transitions rather than abrupt replacements.

Data changes
Timing values update through animated transitions rather than abrupt replacements.

Selection
Selected drivers receive subtle scale and emphasis changes.

Selection
Selected drivers receive subtle scale and emphasis changes.

Selection
Selected drivers receive subtle scale and emphasis changes.

Events
New race events enter the interface with controlled movement and exit naturally from the feed.

Events
New race events enter the interface with controlled movement and exit naturally from the feed.

Events
New race events enter the interface with controlled movement and exit naturally from the feed.

The goal was to make changing information easier to understand, not simply more animated.

The goal was to make changing information easier to understand, not simply more animated.

The goal was to make changing information easier to understand, not simply more animated.

RIVE IMPLEMENTATION

RIVE IMPLEMENTATION

RIVE IMPLEMENTATION

From static interface to interactive system
RacePulse was built as an interactive Rive experience rather than a collection of pre-rendered animations.

From static interface to interactive system
RacePulse was built as an interactive Rive experience rather than a collection of pre-rendered animations.

From static interface to interactive system
RacePulse was built as an interactive Rive experience rather than a collection of pre-rendered animations.

State Machines
Used to control different interaction states and transitions.

State Machines
Used to control different interaction states and transitions.

State Machines
Used to control different interaction states and transitions.

Data Binding
Used to connect dynamic race data to UI elements and keep components reusable.

Data Binding
Used to connect dynamic race data to UI elements and keep components reusable.

Data Binding
Used to connect dynamic race data to UI elements and keep components reusable.

Rive Scripting
Used to handle the interaction logic that coordinates changes across the broadcast interface, allowing a single race event to trigger multiple UI responses.

Rive Scripting
Used to handle the interaction logic that coordinates changes across the broadcast interface, allowing a single race event to trigger multiple UI responses.

Rive Scripting
Used to handle the interaction logic that coordinates changes across the broadcast interface, allowing a single race event to trigger multiple UI responses.

Interactive Components
Built reusable components such as driver rows, event cards, and driver states that can respond to changing data.

Interactive Components
Built reusable components such as driver rows, event cards, and driver states that can respond to changing data.

Interactive Components
Built reusable components such as driver rows, event cards, and driver states that can respond to changing data.

FINAL EXPERIENCE

FINAL EXPERIENCE

FINAL EXPERIENCE

A live broadcast interface designed around changing data and connected motion.

A live broadcast interface designed around changing data and connected motion.

A live broadcast interface designed around changing data and connected motion.

Reflections

Reflections

Reflections

Key Learnings

Key Learnings

Key Learnings

This project changed how I approach motion in product interfaces. Instead of treating animation as something added after the UI is designed, I started thinking about motion as part of the information architecture itself.

This project changed how I approach motion in product interfaces. Instead of treating animation as something added after the UI is designed, I started thinking about motion as part of the information architecture itself.

This project changed how I approach motion in product interfaces. Instead of treating animation as something added after the UI is designed, I started thinking about motion as part of the information architecture itself.

Designing RacePulse also pushed me to think beyond individual components and consider how a single event can propagate through an entire interface.

Designing RacePulse also pushed me to think beyond individual components and consider how a single event can propagate through an entire interface.

Designing RacePulse also pushed me to think beyond individual components and consider how a single event can propagate through an entire interface.

Available for work

© 2026 Muizz Kamil

Available for work

© 2026 Muizz Kamil

Available for work

© 2026 Muizz Kamil

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