Demos are Cheating (I'm talking to you UX & Engineering)

DAte

Sep 19, 2025

Category

UX

Reading Time

4 min

Demos Are Theater

Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click.

They show the happy path only, with no hesitation, missteps, or errors.

The presenter already understands the interface, so no one gets stuck, confused, or lost.

As a result, you don’t see the real usability issues, where people pause, misclick, or give up.

Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.


Prototypes (Usability Testing) Is Reality

Prototypes, on the other hand, are not theater. They are (at least closer) to how a user will experience the flow you've created.

  • It’s the awkward pause when someone doesn’t know where to click.

  • It’s the sigh when the wording doesn’t match their mental model.

  • It’s the wandering cursor that silently screams, “I’m lost.”

This is where usability lives or dies. Reality is messy, and that’s exactly why it matters. You only uncover it when people get their hands on a prototype, and you watch what happens without the script.

When Theater Has a Place

That doesn’t mean demos are useless. Theater has its role:

  • Vision-selling: Inspiring executives, investors, or clients who need the big picture, not the details of usability.

  • Complex systems: Simplifying a gnarly workflow into a narrative that non-experts can grasp.

  • Launch hype: Events, conferences, and marketing moments thrive on the illusion of polish.

In these contexts, a demo is performance art. It’s persuasion, not validation. And that’s fine, as long as you don’t confuse it with actual product feedback, it's not. People do not watch a website like a movie; they click, they engage, they drive, not you.

When You Need Reality

If you’re testing usability, theater isn’t enough. You need reality, and that means prototypes.

  • People must click, scroll, and explore. That’s how you find the friction.

  • Prototypes reveal real behavior. Hesitation, misclicks, wandering paths.

  • They test failure states. What happens when things don’t go right, which is exactly what a demo hides.

The Guideline

  • Demos are theater. They sell vision, they inspire, they create momentum.

  • Prototypes are reality. They test truth, reveal flaws, and build confidence.

Confusing the two sets you up for disappointment. Stakeholders may fall in love with the slick performance, only to be let down by the clunky reality. But if you use prototypes, you’re forced to face reality early, fix the weak spots, and deliver something that truly works.

So: if you want applause, give a demo.
If you want actionable insights, build a prototype.


Yvonne Doll
Yvonne Doll, Head of Design

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Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.

Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.

Demos Are Theater Demos are seductive because they make everything look easy. But let’s be honest: a demo is a theater. It’s staged, rehearsed, and performed by someone who already knows exactly where to click. They show the happy path only, with no hesitation, missteps, or errors. The presenter already understands the interface, so no one gets stuck, confused, or lost. As a result, you don’t see the real usability issues, where people pause, misclick, or give up. Demos persuade, but they don’t prove. They make the design look inevitable when, in reality, it’s fragile.

You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.

You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.

You've heard it, I've heard it, heck, we've probably all said it (and really meant it.) "Let's ship and learn". Every org claims to want to "ship and learn." The problem is: shipping is easy to measure (did it go live?) While learning is not. Teams celebrate velocity while skipping the critical feedback loop that tells you if what you shipped worked, and what to do next. That's where design can step in, not just as interface-makers, but as feedback architects who guarantee the "learn" part actually happens.

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