Or you could add a KeyPressed/Down/Up event to the object that should capture the F1, and use the event arguments to check what was pressed.
private void yourObject_KeyUp(object sender, KeyEventArgs e)
if (e.KeyCode == Keys.F1)
// do stuff
The more appropriated event would be KeyPressed I guess, but the eventArgs don't have a KeyCode, only KeyChar, and you can't use Keys.F1 to compare. Perhaps a simple cast would do the trick, haven't tested. Anyway, you get the general idea... =)