Lots and lots of transition animations, and potentially very poor UI/UX model. Demos are not (largely) interactive, so the demoscene is not known for collective skill designing GUIs. The most similar/related type of things I can think of that are interactive are crack/keygen programs that include chiptunes and maybe a cute graphic effect somewhere. For some time I've actually wanted to go track down such programs to analyze/compare/study the progression of design. Kind of difficult to do so though, for obvious reasons (unfortunately). But my impression from the one or two programs I do very vaguely remember using, half for entertainment purposes was that the UI design was sort of at the "48%-50%" mark - good enough, but flitting just below the halfway mark instead of just above it. Not remarkable; maybe a few rough edges. Thanks for your comment. It prompted some mental gears to spin and for me to realize the above. -- I do think I understand the spirit of what you're getting at, though, and there are a few things that my brain has decided is relevant, although I can't describe the working-out process that led me to list these. ¯\_(ツ)_/¯ - SymbOS ( [link] ): preemptive multitasking, windowed GUI, storage on devices up to 128GB, runs on home computers using the Z80 (starting at 4MHz) with up to (_ up to _) 1MB of RAM. (I found this rambling but very interesting demo of what it can do with one of the more capable machines it supports: ▶ this video ) - kOS ( [link] ): limited-access
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