Chapter 32. The Reveal

You’re building...something.

The whiteboards are covered with multicolored, indecipherable flowcharts, there are 16 empty coffee cups on your table, and both flat-panel monitors are covered with code. Your plant is dead. Again. It is in this moment that you discover the one thing about the thing you are building, the one feature that, when your users see it, will help them fully understand what you have been building.

This is the Reveal.

The Reveal is the other half of the Holy Shit. You, the developer, create the big idea—the Reveal—and when the idea is discovered by your users, when they recognize the magnitude, they literally say, "Holy Shit.”

A Reveal is a contradiction, and it’s this contradiction that gives the Holy Shit legs. The contradiction lies in the Reveal’s deceptive simplicity. It’s the construction of a very simple idea from previously incoherent complexity. This is how it slips so easily into the mind of the consumer. It’s a single word or image that completely sums up that which was until only recently described by a book, an application, or an entire college degree. The amount of unspoken information contained in a good Reveal is staggering, and that is why, when we see it, we say, “Holy Shit.”

In a Reveal you have artfully and simply described the complicated, and while I know the taste of excitement when you discover the Reveal after that 16th cup of coffee, you haven’t proven it yet. It needs testing, it needs definition...

It needs a demo.

Three Phases

As an engineer, you need to be able to construct and deliver a demo. You may not have a world-changing Holy Shit on your hands; you may just need to get feedback from a single executive or from your boss. But regardless of the magnitude, a demonstration of your idea is a unique meeting that has specific requirements and goals. Let’s start with the ground rules:

A demo, like a magic trick, has three phases:
  1. Setup. Context setting. What do you need to know before we begin?

  2. Story. The arc. I’m going to take you somewhere now and I’m going to explain as we go.

  3. Reveal. Voilà ! See where we are now? Holy Shit, am I right?

A demo is not a presentation; it’s a conversation.

There are a great many demos out there being held at this very moment, maybe even in your building, but these meetings are being run by sales guys who have an entirely different motivation: they want to make a sale. There will be a time and place where you do want to sell your idea, but that’s not where you’re going to start. The point of your demo is to have a conversation about the idea so that you can figure out how to make it better.

Regardless of your audience, your goal is the same.

Is it your boss who asked for a demo? His boss? The business? The VC? We’ll talk about different means of preparing for different motivations in a moment, but this preparation all serves the same goal: you want information. The rule is: an idea only gets better with eyeballs. I know when I find a Reveal because I can barely breathe. This is...hot shit and I need to tell...everyone. The problem is that the Reveal isn’t just the simple, compelling idea, it’s the Setup and then it’s the Story, which leads to the Reveal, and all three need refining.

Three Alphas

Let’s build a demo. For the sake of this chapter, I’m assuming this is a one-hour demo where you’re catering to a small group of strategic people. Where there is a single Alpha person whose opinion will carry the room, it is this Alpha person you care about. It is their opinion that is going to tell you whether you’ve got a Holy Shit.

I believe there are three Alphas that you care about.

Alpha Nothing: “I’m saying absolutely nothing.”

Possibly the most frustrating of our three Alphas, this is a person who is going to spend the entire hour saying nothing. The entire time. Zippo. Here’s what you do...

Alpha Nothing is going to force you to carry the entire hour, which means, yeah, this is a lot like a presentation. You need to prepare to fill the entire hour with your tap dancing, but the good news is that this work is reusable for all of the different Alpha personality types.

The core of your demo is your Reveal, and as an engineer, you’re really going to be excited about getting to the Reveal. You know it’s the shit, and your thought is that the sooner you get there, the more jumping up and down everyone is going to do. The problem with your enthusiasm is that it assumes and has forgotten all of the endless boring work it took to find your epiphany.

The Setup and the Story leading into your demo need to document key points of your journey to the Reveal. It’s not the entire journey, it’s a brief summary, but it allows your audience to see and critique how you discovered the Reveal. Let’s talk briefly about each:

The Setup

Likely the smallest section of your demo, the Setup provides all the background information and special knowledge the room is going need to understand both your Story and the impact of your Reveal.

The Story

Now that the room understands the problem space, you need to describe the process you went through to get to the Reveal. What did you need to learn? How did you stumble around before you discovered the Reveal? Everyone likes to think the research in R&D is a bunch of bright people in lab coats with their hands on their chins nodding knowingly at a whiteboard. What you and I know is that research is what you do in between what you’re doing, and that’s a great story to tell.

Back to the problem at hand. Alpha Nothing is saying nothing, so you can go long on both Setup and Story. Perhaps too much of either is just the thing to break the icy stare of Alpha Nothing. Maybe not. Let’s try something else.

I build each of the three parts of the demo around knowable, containable chunks of information. From a high level, there are three major chunks to start with—the Setup, Story, and Reveal—but there might be smaller chunks that you want to shape into digestible complete thoughts. The chunks serve two purposes: first, to allow you to structure your demo, but also to give you a place to pause during your demo and ask a simple question:

“Does what I just told you make sense?”

This check-in might seem pointless with Alpha Nothing in the room, who is just sitting there and nodding each time you ask, but this chunk-by-chunk check-in not only sets a comfortable information pace for your demo, it also sets the stage for you to get the information you came for in the first place.

You’re thinking your Reveal is the point, it’s your killer feature, and you might be right. But it’s the entire story that needs constructive feedback, because the Setup, Story, and Reveal are intimately tied together. You just don’t know when stopping to ask for feedback might allow your audience to make a simple comment that has immediate and lasting impact on your Reveal.

Given all the work you put into the demo for Alpha Nothing, you’re going to feel a sense of sad emptiness when you finish and it’s more of the same uninformative nothing. Still, there is some reason you’ve decided to pitch this unreadable schmo. Let’s assume your instincts are good and this silent powerbroker is going to do something. In my experience, you’re going to hear the feedback, but it’s going to come via a backchannel. It’s either an email from a random person in the meeting or a request for another demo where you’re going to get the real feedback.

I always assume that a demo is going to be given more than once. Since I never know how many times I’m going to demo, or which Alphas I’m going to demo to, I always build my demo for Alpha Nothing because it gives me the most demo flexibility. This will make more sense as we explore the other two Alphas.

Alpha Game: “I’m game, but you drive.”

After the frustrating silence of Alpha Nothing, Alpha Game is a delight. He actually wants to engage in a conversation, whether it’s the Setup, Story, or the Reveal. Alpha Game is also going to stay on script. He’s going to let you drive the demo and will respect the structure of the meeting, and when you get to the end of a knowable chunk, he’ll constructively chime in.

Even with a collaborative nature of Alpha Game, you still want to structure this meeting around knowable chunks. Your goal with any demo is information acquisition and, as we learned with Alpha Nothing, information often likes to hide. Your demo isn’t just the script; it’s the tone and tempo of the meeting. At the end of the first knowable chunk, you stop and you ask, “Any questions? Thoughts?” Perhaps there’s no feedback at the first pause, but after you’ve done it three times, everyone in the room knows that there will be ample opportunity to weigh in. However, getting them to talk is only solving half the problem.

“I don’t get it.”

What?

You’re only halfway through your Story and a previously friendly Alpha Game says again, “I don’t get it.” It’s the nightmare scenario. It’s what you’ve been worrying about since this meeting was scheduled: “Am I full of shit?”

A deep breath.

Remember the rule: all ideas get better with eyeballs. The perspective you need to have isn’t whether the feedback is right or wrong, it’s what’s the intent? What is he trying to say? What doesn’t he get? Ask him. If you still don’t understand his point, you keep asking questions. You need to ignore the fact that you’re pissed that he’s unintentionally invalidating your entire pitch. The question is, how is he doing it? “I don’t get it” isn’t a point, it’s an opener. It’s an attention grabber, which leads to a larger and hopefully strategic discussion.

The hope with Alpha Game is that he has a point—that you’re dealing with a rational, informed, articulate person. Just as your Setup, Story, and Reveal are built around knowable chunks, so is your conversation with Alpha Game. Each observation and question is a chance for you to see your demo from a different perspective, and that’s how you figure out whether you’re close to a Holy Shit.

Remember, you not only have the entire picture in your head, you also have all of the experience that led to the construction of that picture. The confusion in the room about your demo often isn’t a dismissal of your entire idea; it’s where you mentally zigged when they expected you to zag, which is precisely the kind of information you’re here to find out.

Managing the conversation, regardless of which Alpha, is an art, and you get better at it with practice. And you’re going to need all the practice you can get to deal with the last Alpha.

Alpha Drive: “I’ll drive.”

You arrive 10 minutes early and go through the unavoidable 2.7 minutes of dongle projector confusion. You check your slides. You check your demo. Both are solid. You have two whole minutes to nervously chat with the team before the storm hits.

Alpha Drive.

You don’t even get to start before she says, “Skip the slides. Show me the demo.”

Wait, what?

Alpha Drive has an ego or Alpha Drive is in a hurry. I don’t know what her deal is, but she’s going to drive the whole damned thing and you’re just going to go with the flow. Don’t believe me? Think you’re dealing with Alpha Game? OK, go ahead and try to convince her about the point of a well-structured presentation and how you’re....

“That’s not how I work. Show me the demo.”

Told you.

You’ve prepared for this. You’ve built your presentation around this inevitable chaos. When she asks for the demo, you jump to the demo. When she gets confused because she skipped a key knowable chunk in your Story, you detect this, call an audible, and jump to that one slide: “Did you mean this?” When the hour is over, you will have likely done your entire demo...completely out of order.

Alpha Drive is an intense reminder that everyone processes in their own order and at their own pace. Just because your Setup and Story naturally lead to your Reveal in your head doesn’t mean that this is how others are going to get there. Yes, Alpha Drive may eventually get to the Reveal and might say Holy Shit, but the journey will be entirely hers unless you take action.

Both of my favorite ways to reign in Alpha Drive involve time, and both techniques can be used effectively for any Alpha:

#1: A perfect silence

When you land a key knowable chunk and ask if there are any questions, wait 15 seconds before you proceed to the next chunk. 15 seconds in a meeting full of people is forever, but in the case of an out of control Alpha Drive, your silence can demonstrate who is actually driving the meeting.

#2: Demo tempo

Everyone wants to see the demo; they want to see what is real versus what is being talked about. By the time you get to the live demonstration, you can almost taste the Reveal, you’re excited, and you blow right through it. Time and time again I’ve watched eager engineers furiously clicking and dragging and sliding their demo all over the screen. Their enthusiasm is obscuring the entire reason we gathered in the first place. My rule of thumb is that when I get to the live portion of the demo, I set my head at half speed. This mental slowdown combined with my inevitable adrenaline balances out to a sane and consumable demo tempo.

The one guarantee with the demo to Alpha Drive is that it will not go how you expect. You can pull every move out of your meeting management bag of tricks, but Alpha Drive will take you off-script and in an unusual direction.

The advice remains to remember your goal—information acquisition. Alpha Drive’s annoying habit of taking you elsewhere is yet another opportunity to see your idea from a different perspective, and that’s another way to learn about what you’ve built.

The Holy Shit Event Horizon

The perfect demo has nothing to do with you.

That’s right.

Your final, often unachievable goal for your demo is your absence. The purest Holy Shit is one where a person sees your idea or your application, sans Setup and Story and, most importantly, sans you.

If you consistently figure out how to do this, please tell me how.

Meanwhile, the rest of us are balancing our creative bursts of energy along with a healthy dose of constructive feedback provided courtesy of a variety of Alpha personalities. Whether they’re silent, helpful, or annoying, their position and their perspective will have impact on your thinking, and that’s where the real art lies.

You’ll know you have a good Reveal when Alpha Nothing says something. You’ll know you’re onto something when Alpha Game becomes Alpha Drive in a fit of excitement. All of this feedback and perspective is relevant, but the hardest part for which I have the least advice is when to decide to ignore it all and trust that you’ve really built...something.

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