Designing an immersive live-sports experience in three months
A working Deutsche Telekom immersive experience for UEFA EURO 2024, designed across Meta Quest 3 and Apple Vision Pro.
- Role
- Primary Product Designer
- Timeline
- 3 months
- Team
- Product, Architecture, XR Development, Client Product & Tech
- Platform
- Meta Quest 3 Apple Vision Pro
The live-sports experience in action
Captured from the headset, this demo shows key features and interactions of the working live-sports XR experience.
Context
The brief brought live matches, highlights, stats, replays, and multi-camera viewing together in one spatial interface for UEFA EURO 2024.
Challenge
We had roughly three months to turn a broad live-sports brief into a coherent XR experience that could actually ship across two platforms.
- A new medium with fewer established product patterns
- Many possible sports features competing for attention
- Live stats data integration alongside the match experience
- Different platform capabilities across Quest 3 and Vision Pro
- A small cross-functional team working against a fixed timeline
My role
I was the primary hands-on product designer, working closely with product, architecture, XR development, and the client team from early definition through implementation.
01 — Design the experience before designing the space
Challenge
XR could easily pull attention toward visual novelty, but we still needed to solve the underlying product questions first.
Design response
I worked 2D-first in Figma to establish the core structure, hierarchy, and feature priorities before translating the experience into XR.

Simple layout
Everything fits vertically within the frame.

Advanced layout
Scroll vertically when the hierarchy needs more depth.
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Home layout exploration
Early exploration of the home experience, comparing simple and advanced layouts for live highlights, VOD, and supporting match content.
02 — One experience, Quest 3 and Vision Pro
Challenge
The experience needed to remain coherent across Quest 3 and Vision Pro without forcing the platforms to behave identically.
Design response
Quest 3 provided the more constrained baseline. The core product model stayed consistent across both platforms, while interaction and implementation could adapt where platform capabilities justified it. The strong visual similarity between the two versions was intentional.

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Home — Quest
Meta Quest 3 home — the constrained baseline that shaped the shared product hierarchy.
Outcome
A small team moved from a broad brief to a working live-sports XR experience in roughly three months, across Meta Quest 3 and Apple Vision Pro.
The project reinforced a simple principle: establish the product experience and priorities first, then let the medium and platform shape how those decisions are expressed.
3 months
Delivery timeline
2 platforms
Quest 3 + Vision Pro
EURO 2024
Live sports showcase
Recognition

The XR sports experience received Silver for Innovation of the Year at the SportsPro OTT Awards.
Client feedback
“Accedo’s unrivalled experience and expertise within the XR, media and sports industries has enabled it to seamlessly build a high-quality XR live sports streaming experience. The application will allow us to deliver a truly immersive and engaging vision of a next-generation MagentaSport experience.”
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