MGU Business Series — Business Foundations & Entrepreneurship
Part III: Entrepreneurship and Innovation
Prototypes · Testing · MVP · Iteration · Pivoting
Chapter 12 of 28
MGU Business Series  ·  Business Foundations & Entrepreneurship  ·  Library Textbook Edition

Chapter 12:
Prototypes, Testing,
and Minimum Viable Products

How entrepreneurs test ideas before spending too much time or money — prototypes, mockups, MVPs, iteration, and the discipline of learning from real customers

■ Part III: Entrepreneurship and Innovation ■

■ 9 Sections  •  Chapter 12 of 28 ■

Follows Chapter 11: Customer Discovery and Market Research  ·  Prepares students for Chapter 13: Launching a Venture

Purpose and Overview

Most business failures are not failures of execution. They are failures of assumption. The entrepreneur assumed customers wanted something they did not want, would pay a price they would not pay, or would behave in ways they did not behave. The product was built well. The idea was wrong.

This chapter explains how entrepreneurs protect themselves from that outcome. By testing ideas early — through prototypes, minimum viable products, and structured observation — entrepreneurs can discover whether their assumptions are correct before those assumptions cost too much to correct. The goal is not to prove that an idea is good. It is to find out whether it is good, as fast and cheaply as possible.

Opening Question

Two entrepreneurs each have an idea for an app. The first spends eight months building a complete, polished product before showing it to anyone. The second builds a paper sketch in one afternoon and tests it with five potential customers the next day. Who is making better use of their time and money? By the end of this chapter, you will understand why the answer is almost always the second entrepreneur — and how to become one.

9Sections
10Objectives
11Key Terms
5MVP Types

Learning Objectives

  1. 1Explain why testing before scaling reduces the risk of entrepreneurial failure.
  2. 2Define a prototype and describe its purpose in the entrepreneurial process.
  3. 3Distinguish between low-fidelity and high-fidelity prototypes and identify when each is appropriate.
  4. 4Define minimum viable product and explain what makes an MVP viable.
  5. 5Describe five common MVP approaches and explain the logic behind each.
  6. 6Explain the difference between usability testing, concept testing, pricing tests, and pilots.
  7. 7Describe the build-measure-learn cycle and explain how iteration drives improvement.
  8. 8Identify common testing mistakes and explain how to avoid them.
  9. 9Apply key metrics — conversion rate, retention rate, NPS — to interpret testing results.
  10. 10Decide when to improve, pivot, or stop based on evidence from testing.

Sections at a Glance

Sections 12.1 – 12.3
Why Test, What to Build, and How Much to Build
Testing Before Scaling · What a Prototype Is · Fidelity Spectrum

Why Testing Comes Before Scaling

There is a tempting logic in entrepreneurship: if you believe in your idea, build it fully and launch it. Work hard, spare no detail, and deliver something polished. The problem is that this approach is expensive, slow, and often wrong.

Most business failures are not failures of execution. They are failures of assumption. The product was built well. The idea was wrong.

The Core Principle

Spend the minimum necessary to learn the most important thing. A simpler thing that teaches you something real is worth more than a perfect thing that teaches you nothing until it is too late.

Testing before scaling serves several purposes. It reveals whether real customers have the problem you think they have. It shows whether customers value your solution enough to pay for it. It uncovers problems with your product, process, or message early — when they are cheaper to fix. And it generates evidence that builds investor and partner confidence.

Mindset Tip

The goal of early testing is not to prove your idea is good. It is to find out whether it is good. Entrepreneurs who test to confirm rarely learn anything useful. Entrepreneurs who test to discover often find something they did not expect — and that discovery is frequently the most valuable outcome.

Testing RevealsWhy It Matters
Whether real customers have the problemConfirms the opportunity exists before investing resources
Whether customers value the solution enough to payValidates willingness to pay before building the product
Problems with product, process, or messageCheaper to fix early than after full development
Evidence for investors and partnersCredibility built on real customer behavior, not belief
Whether to continue, change, or stopSaves time and money by preventing large misdirected investments

What a Prototype Is

A prototype is any early, simplified version of a product or service created for the purpose of testing and learning. What makes something a prototype is not its form — it is its purpose: to create something that can be shown, tested, or experienced so that feedback and learning become possible.

Prototype FormExample
Physical objectA model built from inexpensive materials to test size or shape
Drawing or sketchA hand-drawn picture of a product or app screen
Clickable mockupA digital design of an app that users can click through
Written descriptionA paragraph describing what a service does and how
DemonstrationA live walkthrough of how a process would work
Sample or videoA short video explaining what a product will do
What a Prototype Is Not

A prototype is not a finished product that just needs polish. It is not evidence that a business is ready to launch. It is not a promise to customers about what the final version will be. And it is not useful if it is never shown to anyone. A prototype only generates value when placed in front of real potential customers to observe their reactions, gather their responses, and learn from their behavior.

Low-Fidelity and High-Fidelity Prototypes

Prototypes range from low-fidelity (rough, fast, inexpensive) to high-fidelity (detailed, realistic, closer to the final product). Fidelity refers to how closely the prototype resembles the final product.

Low-Fidelity Prototypes

Low-fidelity prototypes sacrifice detail for speed and flexibility. Because they are cheap and fast to build, they can be discarded and rebuilt without significant loss. Their roughness also tends to invite honest feedback — customers are more likely to criticize a sketch than a polished product.

TypeDescriptionBest For
Sketches & paper mockupsHand-drawn pictures of a product, app screen, or service flowTesting layout and logic before any digital work
StoryboardsA series of panels showing how a customer uses the product, step by stepService concepts and user journeys
Cardboard modelsPhysical objects built from inexpensive materialsTesting size, shape, and ergonomics of physical products
Written scenariosA paragraph describing the customer experience and outcomeTesting whether the core idea makes sense to customers
Role-playEntrepreneur acts out a service or conversationTesting interpersonal service concepts in real time

High-Fidelity Prototypes

High-fidelity prototypes look and feel closer to the final product. They are useful when low-fidelity testing has already validated core assumptions and the entrepreneur needs to test details.

TypeDescriptionBest For
Clickable wireframesDigital designs users can click through without working codeTesting navigation and interface flow
3D-printed modelsPhysical representations of product designsPhysical product ergonomics and appearance
Functional samplesEarly versions that work but may not be built at full scaleTesting performance of core product features
Pilot servicesA limited version of a service delivered to a small groupTesting end-to-end service delivery
Choosing the Right Fidelity

Start with the lowest fidelity capable of answering your current question. Add fidelity only when lower fidelity cannot give you the learning you need. Over-building is one of the most common and costly mistakes in early entrepreneurship.

If the question is "Does anyone have this problem?" → a sketch or conversation is enough.
If the question is "Can users navigate this screen?" → a clickable mockup is appropriate.
If the question is "Can we deliver this service reliably?" → a functional pilot makes sense.

Sections 12.4 – 12.5
Minimum Viable Products and Structured Testing
MVP Defined · Five MVP Approaches · Types of Testing · Setting Up a Test

Minimum Viable Products

A minimum viable product (MVP) is the simplest version of a product or service that can be delivered to real customers in order to test a core assumption and collect meaningful feedback. The key word is viable. An MVP is not a broken product. It delivers one core benefit and nothing more. Features, polish, and scale come after the core has been validated.

MVP ≠ Bad Product

An MVP should deliver real value to real customers, be honest about what it is and is not, and be good enough that customers who benefit from the core idea will use it. An MVP so broken or incomplete that no customer would use it does not generate useful information.

Five Common MVP Approaches

MVP Type 1
The Concierge MVP
  • What it isThe entrepreneur delivers the service manually, by hand, to a small group of customers instead of building an automated system.
  • PurposeLearn what customers actually need before investing in technology or automation.
  • ExampleA company planning to automate meal planning starts by having a team member manually create custom meal plans for a handful of customers to learn what they value.
MVP Type 2
The Wizard of Oz MVP
  • What it isThe product appears automated to the customer, but a human is doing the work behind the scenes.
  • PurposeTest whether customers will use and pay for a product before the actual technology is built.
  • ExampleAn AI-powered recommendation tool that actually has a person reviewing and choosing recommendations manually, invisible to customers.
MVP Type 3
The Landing Page MVP
  • What it isA simple website describing a product that does not yet exist, often with a signup form, waitlist, or pre-order option.
  • PurposeMeasure customer interest through behavior — sign-ups, time on page, questions asked — before any product is built.
  • NoteRaises ethical questions about transparency; honest communication with potential customers is important.
MVP Type 4
The Single-Feature MVP
  • What it isA real product is built, but it does only one thing — all non-essential features are removed.
  • PurposeTest the core value proposition without the distraction of additional features that may or may not add value.
MVP Type 5
The Pilot MVP
  • What it isA full version of a service is delivered to a small, selected group of customers in a limited geography or context.
  • PurposeTest whether the service can be delivered reliably and whether customers find it valuable, before expanding to more customers.

Testing Products and Services

Testing means intentionally creating conditions in which you can observe real customer behavior and collect real feedback. Testing is not the same as asking people if they like your idea. It is structured observation and measurement of what customers actually do.

Type of TestWhat It MeasuresHow It Works
Usability testingHow easily customers can use the product or navigate a processObserve a customer attempting to complete a specific task; do not explain or guide
Concept testingWhether customers understand what the product is and whether it solves their problemPresent descriptions, visuals, or videos; gather reactions and comprehension
Pricing testsWhether customers are willing to pay a specific priceDirect questions, different prices to different groups, pre-orders, Van Westendorp method
A/B testingWhich of two versions performs betterShow each version to a different group; measure behavioral outcomes
Pilot programsWhether the full product or service can be delivered reliably and satisfies customersDeliver complete offering to a small, real group under real conditions
Setting Up a Test

Before testing, define clearly:

1. What question am I trying to answer?

2. What behavior or data will answer that question?

3. How many customers do I need for a credible result?

4. What would a positive result look like? What would a negative result look like?

5. How will I record what I observe?

Setting criteria in advance prevents cherry-picking positive feedback while rationalizing negative feedback.

Sections 12.6 – 12.9
Feedback, Measurement, Mistakes, and Decisions
Feedback & Iteration · Measuring Response · Common Mistakes · Pivot / Improve / Stop

Feedback and Iteration

Feedback is the information that comes back from testing. Iteration is the act of improving the product, service, or approach based on that information, and then testing again. Together they form the build-measure-learn cycle.

The Build-Measure-Learn Cycle

Build → Create the simplest testable version of your current idea.

Measure → Observe real customer behavior and collect data.

Learn → Interpret the results honestly and draw conclusions.

Repeat → Apply what you learned to build the next version.

Forms of Feedback

TypeWhat It ProvidesReliability
Observed behaviorWhat customers actually do — sign up, purchase, return, abandonMost reliable; reflects true preferences
Direct feedbackWhat customers say in interviews, surveys, or conversationsUseful for reasons and context; overly optimistic as a predictor
Quantitative metricsNumbers such as sign-up rates, completion rates, satisfaction scoresTells you what is happening; not always why
Qualitative observationsPatterns in what customers say, ask, or avoidTells you why; may not reflect the broader population
Analyzing Feedback

Look for patterns. One customer disliking the color of your interface is noise. Eight out of ten customers failing to find a key button is a signal. When analyzing results, ask: What is the most common point of confusion? What do customers consistently praise? What did they try to do that the product did not allow?

After making improvements, test again. Avoid changing too many things at once — if you change several elements between iterations, you cannot determine which change produced which result. Iterate with a purpose: to converge on something that works, not to tinker indefinitely.

Measuring Customer Response

Measurement turns testing from impression into evidence. Without measurement, it is easy to remember confirming feedback and forget challenging feedback.

MetricWhat It MeasuresExample
Conversion rate% of people who take a target action out of those who had the opportunity% of landing page visitors who join the waitlist
Completion rate% of customers who finish a process end-to-end% completing the full checkout without abandoning
Retention rate% of customers who return after their first use% who open the app again within 7 days
Net Promoter Score (NPS)Likelihood to recommend (0–10 scale)Quick measure of satisfaction and loyalty
Task success rate% of users who complete a specific task without assistance% who find the settings menu unaided
Customer acquisition cost (CAC)Cost to acquire one paying customer through a given channelTotal marketing spend ÷ new customers
Time to first valueTime from first contact to experiencing the core benefitMinutes from sign-up to completing first task
Set a Baseline First

Metrics are most useful when compared to something. Record the current version's performance as a baseline before making any changes. Without a baseline, you cannot know whether your changes helped, hurt, or had no effect.

When Numbers and Stories Conflict

A customer tells you she loves the product, but her usage data shows she has not opened it in two weeks. In cases of conflict, behavior usually tells the more accurate story. People's stated attitudes do not always match their actual behavior, especially when politeness or social pressure is involved.

Common Testing Mistakes

Mistake 1 — Asking Leading Questions
"Wouldn't you use an app that made it easier to organize your schedule?"

This is almost impossible to answer no without seeming unreasonable. Better: "Tell me about the last time organizing your schedule was difficult. What happened?" Open questions about real past experiences generate more honest information than hypothetical leading questions.

Mistake 2 — Testing with the Wrong People
Testing with friends, family, and classmates who want to be supportive

They are less likely to criticize and may not be representative of your actual target customer. Test with people who match your target profile and have no personal stake in your success.

Mistake 3 — Showing Prototypes Instead of Testing Them
Presenting your prototype and watching someone say it looks great

There is a difference between showing a prototype and having someone attempt to use it while you observe in silence. Resist the urge to explain or guide. Their confusion is data.

Mistake 4 — Changing Too Much Between Iterations
Changing the price, the design, and the core feature all at once

If results change after multiple simultaneous changes, you will not know which change caused the improvement. Change one thing at a time when possible so you can attribute results to causes.

Mistake 5 — Testing Too Late
Completing most development before testing anything with real customers

By that point, major structural decisions are difficult to reverse. Test early, when the cost of change is low and you have flexibility to go in a different direction.

Mistake 6 — Ignoring Negative Results
"They didn't understand." / "We had the wrong sample." / "The test wasn't fair."

A test that contradicts your expectations is a successful test — it has saved you from continuing in the wrong direction. Treat every result, positive or negative, as information worth understanding honestly.

Deciding Whether to Pivot, Improve, or Stop

After testing and iteration, the entrepreneur must make a decision: continue with the current approach, make a significant change in direction, or stop.

Improving (Persevere)

Continue with the current direction while making incremental refinements. Appropriate when core customer interest is confirmed, specific problems have been identified that can be fixed, and progress is being made with each iteration.

Pivoting

A pivot is a significant change in one or more elements of the business based on learning from testing. A pivot is not a failure — it is evidence that the testing process is working.

Pivot TypeWhat ChangesWhat Stays the Same
Customer segment pivotThe target customer group shifts to a more responsive segmentCore product, team, resources
Problem pivotThe entrepreneur targets a different, more significant problemTeam capabilities and domain knowledge
Solution pivotA better approach to solving the same problem is adoptedTarget customer and problem focus
Channel pivotA different marketing or distribution channel is usedProduct, customer, and problem
Revenue model pivotThe pricing structure or revenue model changesCore product or service offering
Feature pivotA minor feature becomes the core of the productCustomer base, general domain

Stopping

Stopping means ending development of the idea. This is appropriate when testing has consistently failed to find customers who value the solution, or when the problem being solved is not significant enough for customers to pay for a solution.

Stopping is not failure. In entrepreneurship, stopping a venture that is not working is often the correct, intelligent decision. The resources, time, and learning saved by stopping can be redirected toward a better opportunity. The ability to stop an idea without excessive attachment or embarrassment is one of the hallmarks of an experienced entrepreneur.

Pivot vs. Stop — The Key Question

What has the evidence actually taught me, and what does it indicate I should do? Entrepreneurs who pivot at the first sign of difficulty may be abandoning a good idea too soon. Entrepreneurs who refuse to pivot in the face of consistent contradictory evidence are wasting time and resources. Let the evidence lead.

Chapter Summary

Key Terms Review

prototype
An early, simplified version of a product or service created for the purpose of testing and learning — not a finished product.
low-fidelity prototype
A rough, fast, inexpensive prototype — sketch, storyboard, or cardboard model — that sacrifices detail for speed and flexibility.
high-fidelity prototype
A prototype that closely resembles the final product in appearance or function; appropriate after core assumptions have been validated.
minimum viable product (MVP)
The simplest version of a product or service that delivers core value to real customers and allows the entrepreneur to collect meaningful feedback.
Concierge MVP
An MVP in which value is delivered manually by the entrepreneur rather than through an automated system, to test what customers need before building technology.
Wizard of Oz MVP
An MVP in which the product appears automated to the customer but is operated manually behind the scenes.
build-measure-learn
The iterative entrepreneurial cycle: create a testable version, measure customer response, learn from the results, and repeat with improvements.
iteration
The process of making improvements to a product, service, or approach based on feedback, and then testing again. Has a purpose: converging on what works.
pivot
A significant change in one or more elements of the business — customer, problem, solution, channel, or revenue model — based on learning from testing.
conversion rate
The percentage of people who take a target action — sign up, purchase, complete a form — out of those who had the opportunity to do so.
retention rate
The percentage of customers who return after their first use of a product or service. High retention signals real value delivery.
usability testing
Testing in which a customer attempts to complete a specific task with the product while the entrepreneur observes without intervening.

Business Math Practice

Break-Even on Prototype Investment
Applying unit economics to testing decisions
  • ScenarioYou spend $400 building a prototype and testing it with 20 customers. Your product will sell for $25. Your variable cost per unit is $10.
  1. What is your contribution margin per unit?
  2. How many units must you sell to recover the $400 prototype cost?
  3. If testing reveals that only 3 of the 20 customers would pay $25, and the other 17 would pay no more than $10, what does this suggest about your pricing? About your target segment?

Case Study

Case Study
The Paper App

Two university students, Mira and Tomás, had an idea for a mobile app that would help small restaurant owners manage their reservations, waitlists, and table assignments without expensive software. They believed restaurants were frustrated with pen-and-paper systems and could not afford the enterprise reservation systems used by large chains.

Before writing any code, Mira and Tomás visited 12 local restaurants and watched how hosts managed their tables on busy weekend nights. They took notes but said nothing about their app idea.

What they observed surprised them. Most restaurants were not primarily frustrated with reservations. They were frustrated with table turnover — not knowing when a table would open up and having to guess when to seat the next party. Reservations were a secondary concern.

They went back to their design. Instead of building a full reservation system, they created a paper mockup of a simple table-status board with timers. They printed it on cardstock and asked three restaurant hosts to walk through how they would use it. Two of the three had immediate suggestions. One said she would want color coding by party size. Another said the timer intervals were wrong for their pace.

Mira and Tomás revised the paper prototype twice before building anything digital. By the time they created a clickable wireframe — still not real code — they had already learned more than most teams learn after months of development.

Discussion Questions
  1. What type of prototype did Mira and Tomás use in their early testing? What made it appropriate for their stage?
  2. What would they have lost if they had started by writing code instead of visiting restaurants?
  3. How did their observation of behavior change their product direction? What does this reveal about the limits of asking customers what they want?

Ethics and Decision Point

Ethics & Decision Point
The Landing Page and Honesty in Validation

You have built a landing page MVP to test your business idea. The page describes a product that does not yet exist. You collect 300 email sign-ups from people who are interested. You are excited by the response, but some people are emailing follow-up questions about pricing, availability, and when they can purchase.

Consider the following questions — there is no single correct answer. This scenario asks you to think carefully about the line between legitimate validation techniques and deceptive marketing.

  1. Do you have an obligation to tell these people that the product does not yet exist?
  2. Is collecting their email addresses without disclosing that the product is unbuilt honest or dishonest?
  3. How would you communicate honestly with these potential customers while continuing to validate your idea?

Applied Practice

Find a product or service you use regularly that frustrates you in some way. Identify the specific friction point. Then complete all four steps below.

  1. Write a two-sentence description of the problem.
  2. Sketch a low-fidelity prototype of a solution — it can be a product, an app screen, a service process, or anything else.
  3. Write three questions you would ask a potential customer to test whether your solution addresses the problem.
  4. Describe one observable behavior that would tell you whether the solution was working, without asking the customer any questions at all.

Entrepreneurship Portfolio Checkpoint

Prototype Plan Checkpoint
Chapter 12 Portfolio Entry — Entrepreneurship Portfolio
Section 1 — The Core Assumption to Test
  1. What is the single most important thing you need to learn right now about your business idea? State it as a specific question.
Section 2 — Prototype Type and Rationale
  1. What kind of prototype will you build to test that assumption? Describe it specifically.
  2. Explain why this level of fidelity is appropriate for your current stage of development.
Section 3 — Test Plan
  1. Who will you test with? How will you recruit them?
  2. What will you ask them to do or observe? What will you record?
Section 4 — Success Criteria
  1. Before you test, describe what a successful result looks like. What would tell you your assumption is correct?
  2. What would tell you your assumption is wrong or needs significant revision?
Section 5 — Decision Framework
  1. Based on possible outcomes, describe whether you would improve, pivot, or stop — and what specific results would lead you to each decision.

Review Questions

  1. Why do most businesses fail due to assumptions rather than execution? Give an example of a false assumption that could cause a business to fail.
  2. What is the difference between a low-fidelity prototype and a high-fidelity prototype? When is each most useful?
  3. What makes a minimum viable product viable? Why is it not simply the worst possible version of the product?
  4. Describe the Concierge MVP approach. Why would an entrepreneur choose this over building a technology product directly?
  5. Why is observed behavior generally more reliable than stated feedback when testing a product?

Short Answer Questions

  1. A friend tells you, "I showed my prototype to 20 people and they all said they loved it." Why might this not be meaningful evidence that the business idea is valid?
  2. What is the build-measure-learn cycle, and how does each stage contribute to reducing risk?
  3. You conduct a usability test and find that 7 out of 10 users cannot locate a key feature in your app without your help. Is this a positive result, a negative result, or neither? Explain.
  4. What is the difference between a pivot and a failure? Use a specific example to illustrate.

Discussion Questions

  1. Some argue that extensive testing before launch takes too long and allows competitors to move faster. Others argue that launching without testing wastes resources and risks reputation. What do you think? Is there a right balance, and how do you find it?
  2. When is it ethical to create a Wizard of Oz MVP where customers believe they are interacting with a fully automated product? Are there situations where this approach would be deceptive or problematic?
  3. Think about a product or service you stopped using. What would the company have learned if they had tested with you before or during your decision to stop? What type of feedback would have captured the real reason?

Mini Project

The 48-Hour MVP Challenge

Identify a small problem that someone in your school, neighborhood, or community has. Within 48 hours, complete all five steps below. The goal is not to build a successful business — it is to experience the build-measure-learn cycle firsthand and practice moving from idea to test as quickly as possible.

  1. Talk to at least three people who have the problem to confirm it is real and significant to them.
  2. Design the simplest possible solution you could deliver — not a future product, but something you could actually provide this week with what you have.
  3. Deliver the solution or a prototype of it to at least one person.
  4. Record what they do, what they say, and what you learned.
  5. Write a one-page summary of what you built, what you observed, and what you would do differently.

Chapter Reflection

Chapter Reflection

Testing requires a specific kind of courage: the willingness to find out that you are wrong.

Many people build prototypes, conduct tests, and collect feedback but ultimately ignore the information that challenges their assumptions. They remember the positive comments, explain away the negative ones, and continue in the direction they planned from the beginning. Their testing produces no learning because they were never genuinely open to changing course.

The entrepreneurs who benefit most from testing are those who are genuinely curious. They want to know what is true, even if the truth is inconvenient. They treat a test that reveals a problem as a gift rather than a threat. They understand that the purpose of a prototype is not to impress anyone but to teach them something.

As you work through this course and build your portfolio, practice this mindset. When you test an idea and the feedback is discouraging, ask yourself honestly: what is this telling me? What would I do if I took this result seriously? What is the smallest, cheapest, fastest way to find out whether this result is a signal or noise?

The students who arrive at the capstone with the strongest ventures are rarely the ones whose first idea was perfect. They are the ones who tested relentlessly, listened honestly, and kept improving.

Looking Ahead
Chapter 13: Launching a Venture

Chapter 12 gave you the tools to test ideas before committing to them. Chapter 13 will guide you through what happens when you are ready to move from testing to a real launch. You will learn that launching is more than announcing an idea — it involves naming and identity, basic setup, finding first customers, early sales, and handling the problems that arise in the first weeks of operation. The testing discipline you practiced in this chapter will remain essential: a launch is not the end of learning but a new context for it.

MGU Library Connection
  • Chapter 11: Customer Discovery and Market Research — foundations for designing tests and recruiting the right participants
  • Chapter 13: Launching a Venture — applying testing discipline to the launch stage
  • Chapter 7: Business Planning and Strategy — how testing informs strategic decisions and plan revisions
  • Chapter 25: Business Data, Metrics, and Decision-Making — deeper coverage of KPIs introduced in this chapter
  • MGU Dictionary entries: prototype, minimum viable product, pivot, build-measure-learn, iteration