HumanBuiltAI
Verizon/Experiential design/Mobile web + VR/2014

Putting race day in fans’ hands.

Verizon wanted to give IndyCar fans a reason to do more than stop by its tent. I led the art direction and front-end build of a mobile web experience that connected race-day information, chances to win, and an immersive glimpse of life behind the wheel.

From checking the weekend schedule to stepping into the cockpit.

Role
Art Director / Front-End Developer
Team
Led art direction and front-end build, with the full dev and creative teams
Focus
Event engagement, mobile experience, immersive activation
Deliverables
Mobile web app and connected VR experience
Platform
Mobile web / Verizon demonstration devices / Attendee phones

The short version

1-minute read · full story below
ProblemVerizon’s tent had two jobs during a busy race weekend: show off new demo phones, and give fans something useful enough to stop for.
ApproachA mobile web race-day companion with five destinations: schedule, map, Ways to Win, the official app, and a VR cockpit view placed where nobody could miss it.
ResultVR became the most-used feature. Engagement with Ways to Win rose 124% over the prior year, and 70%+ app installation was reported among event participants.
See the results Jump to the VR experience
Four red Nokia phones showing the IndyCar experience: homepage with IndyCar VR entry, weekend schedule, Ways to Win and track map
Home · Weekend schedule · Ways to Win · Track map — presentation mockupFig. 01
02 — The challenge

Give fans a reason to pick up the phone.

The brief had two sides. Show off Verizon’s new demo devices inside the tent, and give race fans something useful and memorable in the middle of a busy weekend.

A race weekend competes for every minute of attention. Fans are finding seats and deciding where to go next. Whatever we built had to earn a few seconds and pay them back quickly.

That set three design priorities: help people find event information fast, make the ways to participate easy to discover, and make the VR experience impossible to miss.

P1Find event information fast
P2Discover ways to participate
P3Get into VR in one tap
03 — A little time travel

Yes, that’s a Nokia.

The hardware places this project in a particular moment. The challenge still feels familiar: give people a clear reason to try a new experience, and make getting started easy.

NOTE — Device imagery on this page is a reconstructed presentation mockup, not an archival photograph from the event.

A single red Nokia phone showing the IndyCar homepage with the IndyCar VR banner above the four navigation links
Homepage on a red Nokia · reconstructed presentation imageFig. 03
04 — Information hierarchy

Five destinations. One clear starting point.

The experience was organized around five questions a visitor brings to race day. Each one got its own destination, and the homepage pointed to all of them.

Q1What’s happening this weekend?
Q2How can I win?
Q3Where do I need to go?
Q4Where can I get the official IndyCar app?
Q5What does it feel like to race?
Mobile webHomepage
Q5 · Primary entryIndyCar VR
Q1Weekend schedule
Q2Ways to Win
Q3Track map
Q4 · Leaves the siteOfficial IndyCar app ↗
Dashed = a link out to the separate official IndyCar app, not part of the activation site.Fig. 04
05 — Wireframing the experience

Make the next move obvious.

The wireframes set the structure every screen shares: a large heading on one side, an angled panel carrying the content on the other, and direct navigation with a clear arrow on every row. Each screen holds one distinct group of information.

The home wireframe shows four primary destinations. It doesn’t yet include the VR entry point, which appears above the navigation in the finished homepage.

Home wireframe: welcome headline with an angled panel listing weekend schedule, ways to win, track map and download the IndyCar app
A · Home
Weekend schedule wireframe: day blocks stepping right along the diagonal panel
B · Weekend schedule
Ways to Win wireframe: three numbered entry paths for scanning, checking in and trivia
C · Ways to Win
Track map wireframe: track outline with labelled points and filter chips
D · Track map
App download wireframe: phone screenshot placeholder, app details and store buttons
E · Official app download
Large headings, angled panels, one information group per screen.Fig. 05
06 — The core idea

A race-day companion with a seat in the cockpit.

The homepage does two jobs. It gets fans to practical information in one tap, and it puts VR at the top, above the navigation, where nobody can miss it and nothing essential gets pushed off screen.

Annotated homepage: IndyCar VR banner, weekend schedule, ways to win, track map and app download links 1 2 3 4
01Try IndyCar VRA full-width banner, above everything else.
02Weekend scheduleFirst in the list, one tap from home.
03Ways to WinChances to participate are visible from the start.
04Track map + official appVenue orientation, plus a link out to the separate IndyCar app.
07 — Visual language

Built to feel like race day.

The product borrowed its look from the track. It’s loud where the portfolio around it is quiet, and each choice has a job to do.

Verizon redBlackWhite
Condensed typeTall headlines fit a lot of voice on a narrow screen.
Angled panelsThe diagonal edge suggests speed and separates content from photography.
PhotographyCars, drivers and palm trees make it clear where you are.
Direction cuesLarge labels and a chevron on every row tell you where a tap will take you.
Weekend schedule, Ways to Win and track map screens on three red Nokia phones
08 — Race-day essentials

The right information, right when fans need it.

The schedule and the map answer different questions: how to plan three days, and how to find your way once you’re there. The day blocks step right to follow the angled panel, and the map pins the key spots around the circuit.

Weekend schedule wireframe Finished weekend schedule screen
AWeekend schedule — plan the weekend
Track map wireframe Finished track map screen
BTrack map — find your way around
DATES AND TIMES SHOWN ARE MOCKUP CONTENT, NOT A VERIFIED EVENT SCHEDULE
Ways to Win wireframe Finished Ways to Win screen: scan for prizes, check in and share, play trivia
09 — Ways to Win

Turn interest into participation.

Verizon’s promotional activities needed one clear place to live. Ways to Win gathered them onto a single screen with three numbered paths shown in the design: scan QR codes for prizes, check in and share, and play trivia.

+124% Increase in engagement with Ways to Win compared with the prior year. REPORTED BY THE PROJECT OWNER
10 — Access and discovery

From the Verizon tent to fans’ own phones.

It ran on the demo phones in the tent, but it didn’t have to stay there. Fans could open it on their own phones by SMS or QR code, so it kept working after they walked out.

Route 1Verizon demo phonesInside the tent
Route 2SMSOn an attendee’s phone
Route 3QR codeOn an attendee’s phone
The IndyCar mobile web experience One site, three ways in
11 — The VR experience

Then we put fans in the driver’s seat.

Visitors got a free IndyCar cardboard viewer. Drop in a phone and you see the race from the driver’s seat. It was something physical to take home that led straight back to the app, and VR became its most-used feature.

IndyCar-branded cardboard VR viewer with a phone showing a split-screen cockpit view
Branded cardboard viewer · presentation imageFig. 11
A fan holds an IndyCar-branded cardboard VR viewer to their eyes in front of the Verizon tent
The viewer in use at the Verizon tent · presentation imageFig. 11b
Step 1Open IndyCar VRTap the banner at the top of the homepage.
Step 2Drop in the phonePlace it inside the branded cardboard viewer.
Step 3Look throughExperience racing from the cockpit perspective.
12 — Results

An experience fans picked up — and participated in.

The free branded viewers went over especially well with fans, and the experience reached well beyond the people who happened to be standing in the tent.

70%+Reported app installation among event participants.
+124%Ways to Win engagement compared with the prior year.
Most-used featureThe IndyCar VR experience.
RESULTS REPORTED BY THE PROJECT OWNER.
13 — Final experience

One connected experience, on and off the track.

Home, schedule, Ways to Win, map and VR work together as one race-day companion. Fans can check what’s next, find their way, enter to win, and then sit in the cockpit.

Four red Nokia phones showing the homepage with IndyCar VR, weekend schedule, Ways to Win and track map
Cardboard VR viewer
Home · Weekend schedule · Ways to Win · Track map · IndyCar VR viewer
14 — Reflection

Give people something useful. Then give them something to remember.

The schedule and map covered what visitors needed in the moment. Ways to Win gave them a reason to engage with Verizon beyond a quick visit to the tent. And VR gave them a way to experience the sport they couldn’t get from the grandstand.

Utility and spectacle work best together. The practical features got people to open the experience, and the immersive one gave them something to talk about afterward.

The tools I’d use to build this today are very different. The hard part wouldn’t be: understanding what a fan needs in the middle of a loud, crowded weekend, and deciding what deserves a place on a small screen.