The Art of the Demo

In the software industry, the most exciting moment for a developer is when he gets to unveil his product after months of hard work. That’s when he gets to see the faces of users and discover their reactions. It’s like getting to be a rock star on concert (or a weird variation of one).

And as a fanatic of the history of computers, I was reccommended to check out The Mother of All Demos. A real piece of history that shows a day, back in 1968, when Douglas Engelbart showcased a little thing called the Mouse. It’s a 9 part video if you want to see the full demo. Notions such as copy & paste were already there and the beeps that the computer does are priceless.

But who could deny that the absolute king of demoing is Steve Jobs? A man that has truly revolutionized in less than 25 years no less than 3 major industries: computers, music and phones. And I’m not even considering what he did for the animation industry as well.

So here is another exciting moment of computer history: The birth of the Macintosh.

I’m writing this because last week I got to demo to a group of colleagues what I’ve been working on for the last 3 months with the great team of Popego, and it’s always good to find some inspiration on the true champions of this skill. Soon you’ll find videos (and more) about that presentation on popego’s blog and you can actually become an alpha tester for Popego right now!



2 Responses

  1. You couldn’t said it better. Doing demos is really an art. In my opinion, doing a demo is one of the most great risks that you can take in the development of something. Why? It’s very simply: using a videogame as an example, if the people likes your demo, then they’ll buy the final product without any doubt, running the risk that the complete game sucks… but they bought it, and you earned money.
    But if your demo sucks, then they’ll not buy your game, because they asume that it will SUCK… but, if the complete game doesn’t? You have lost consumers…
    And, what about if you didn’t release any demo? the consumers don’t know if your game sucks, so, maybe, they’ll buy it, because they like your marketing campaign, i.e.
    So, concluding, be sure you’ll release an extra-mega-hyper great demo… or don’t do nothing. A sucking demo can broke in pieces your super-über-twoyearslong publicitary campaign.
    So, doing a demo is important as or more important than the final product.
    That’s my vision from a consummer that wants to become a producer someday.

  2. Yeah, Steve there looks like Trent Reznor.

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