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07 · UX Education · Entrepreneurship · Workshop Design

iBiz Women in Tech — Prototyping & MVP workshop for startup founders

ROLE — Workshop Facilitator & Designer
VENUE — Strathmore University, Nairobi
AUDIENCE — Women-led startup founders (iBiz cohort)
DURATION — 2 hrs 15 min
STUDIO — onalyse.com
30 MIN — Prototyping Fundamentals
30 MIN — MVP Development
40 MIN — Practical Application
15 MIN — Best Practices & Q&A
ONALYSE.COM · STRATHMORE UNIVERSITY
Prototyping
& MVP
CUSTOMER EXPERIENCE DESIGN

Context

The iBiz Women in Tech programme at Strathmore University supports early-stage women founders building startups across Kenya. I was invited as a practitioner-facilitator to run a 2-hour session on Prototyping & Minimum Viable Product — taking founders from first principles to a hands-on exercise in a single sitting.

The brief was specific: these were non-technical founders who had a business idea and early customers but had never built a formal prototype or thought rigorously about what their MVP should — and shouldn't — include. The session had to be instantly practical, not theoretical.

Workshop facilitation UX education MVP methodology Prototyping Startup coaching Women in tech Strathmore University

The challenge

Most startup education at the MVP stage suffers from the same problem: it either stays too abstract ("validate your assumptions") or too tool-focused ("here's how to use Figma"). What founders actually need is a framework for deciding what to build first and why — grounded in examples close to their own context.

"The most common mistake I see early founders make is building a product nobody uses because they never showed it to a real person before writing a single line of code."

— Opening frame, iBiz MVP Workshop · Strathmore University

Workshop agenda

The 2hr 15min session was structured in four modules, each building on the last — moving from concept to case study to hands-on application.

MODULE 0130 MIN

Prototyping Fundamentals

What prototyping is, why it matters, and the two types founders need to know.

  • Paper prototypes — fast, cheap, disposable
  • Digital prototypes — Figma, Sketch, Adobe XD
  • 4 steps in prototyping: objectives → wireframing → build & test → iterate
MODULE 0230 MIN

MVP Development

What an MVP is, how it differs from a prototype, and how to identify core features.

  • MVP definition — the most basic version that delivers value
  • Identifying core features vs nice-to-haves
  • MVP vs prototype — functional product vs visual representation
  • Collecting feedback, measuring success, iterating
MODULE 0340 MIN

Practical Application

Overview of prototyping tools and real-world MVP case studies from companies founders recognise.

  • Tool tour: Figma, Sketch, Adobe XD
  • Case studies: Uber, Facebook, Amazon, Airbnb, WhatsApp
  • Discussion: what their MVPs had in common
MODULE 0415 MIN + 10 MIN

Best Practices, Group Exercise & Q&A

Prototyping and MVP best practices, followed by a hands-on group exercise and open Q&A.

  • Define clear objectives before you prototype
  • Keep it simple — one core feature first
  • Gather feedback actively, not passively
  • Group exercise: paper prototype homepage for a fitness app

Module 1 — Prototyping fundamentals

The session opened with a clear, jargon-free definition: a prototype is an experimental artefact — from paper to digital — that design teams build to test ideas on real users before committing to full development. Not a spec. Not a finished product. A learning tool.

The two types of prototypes were introduced with examples founders could immediately recognise:

SLIDE 04 · TYPES OF PROTOTYPES
Paper
Prototypes
Quick, low-fidelity sketches for early-stage brainstorming. Sketching a paper layout of a website's homepage to get a feel for the design.
FAST · CHEAP · DISPOSABLE · ZERO COMMITMENT
SLIDE 04 · TYPES OF PROTOTYPES
Digital
Prototypes
More detailed, interactive prototypes built in Figma. A clickable mobile app prototype including navigation, buttons, and user flows.
FIGMA · SKETCH · ADOBE XD · CLICKABLE

The 4-step prototyping process was introduced as a loop, not a linear sequence — reinforcing that iteration is the point, not the exception:

Module 2 — MVP development

The MVP module tackled the most common misconception head-on: that building more features is the same as building more value. An MVP is the most basic version of a product that delivers value to early adopters — not a half-finished version of an ambitious product.

SLIDE 06 · UNDERSTANDING MVP
What is an MVP?
The most basic version of a product that delivers value to early adopters. Airbnb's MVP: a simple website letting people rent out their homes for a conference.
MINIMUM · VIABLE · PRODUCT
SLIDE 07 · CREATING YOUR MVP
MVP vs
Prototype
An MVP is a functional product for early users. A prototype is a visual representation for testing. A ride-sharing MVP lets users book rides. A prototype shows how booking works.
FUNCTIONAL VS REPRESENTATIONAL

Three questions structured how founders thought about their own MVPs:

Module 3 — Real-world MVP case studies

The case study section was the most energising part of the session. Rather than abstract examples, I walked founders through four companies they used every day — showing what those products actually looked like at MVP stage and how far they were from the products founders know today.

Airbnb
MVP · 2008

Two founders struggling to pay San Francisco rent saw conference attendees unable to find accommodation. Their MVP: photos of their own living room air mattress on a rough website. The question they tested: will strangers pay to sleep in someone else's home?

Facebook
MVP · 2004

Zuckerberg didn't start with a global social network. He started with a digital "face book" — a web directory with photos and names of Harvard students. One campus, one feature: look up your classmates.

Amazon
MVP · 1994

Bezos wanted the world's biggest bookstore. His MVP: a simple website listing books. When an order came in, he personally bought the book from a supplier and shipped it by hand. Zero warehouse, zero inventory system.

WhatsApp
MVP · 2009

One feature: instant messaging over the internet. No voice calls, no video, no status updates. It solved a single clear problem — expensive international texting — and did only that until it had critical mass.

Uber
MVP · 2010

An iPhone app for San Francisco only that let you tap a button and a black car would appear. No shared rides, no Uber Eats, no driver ratings. One city, one product, one button.

Your startup
MVP · Today

What's the single thing your product does that someone would pay for or use right now? That's your MVP. Everything else is a future version.

Best practices shared in the session

PROTOTYPING 01

Define clear objectives first

Before you sketch anything, write down what you want to learn from the prototype. A prototype without a learning objective is just art.

PROTOTYPING 02

Keep it simple

Test one thing at a time. Avoid unnecessary complexity and features that don't align with your objective. Simplicity helps users engage with the prototype rather than get distracted by it.

PROTOTYPING 03

Gather feedback actively

Watch users interact with the prototype. Listen more than you explain. The moment you start defending a feature to a user is the moment you've stopped learning.

MVP 01

Start with a single, well-defined core feature

WhatsApp launched with instant messaging only. That decision — to do one thing exceptionally well — created the traction that funded everything that came after.

MVP 02

Launch to a small group first

Airbnb collected feedback on their platform's usability before they had 100 users. The small group is your most valuable signal. Don't skip them to get to the big launch.

MVP 03

Measure before you add features

Define what success looks like before you build. Conversion rate, user retention, task completion — pick two or three and track them. Features without metrics are guesses.

Group exercise

PRACTICAL APPLICATION · GROUP EXERCISE · 40 MINUTES

Design a paper prototype homepage for a fitness tracking app

Founders were split into groups of 3–4 and given blank A4 paper and pens. The brief was deliberately constrained: prototype the homepage of a fitness tracking app. Think MVP — what are the essential features only?

The exercise surfaced exactly the tensions the session had set up. Every group's first instinct was to add features. The facilitator's job was to keep asking: "Is that a core feature, or is that a nice-to-have?"

  • Groups had to justify each element they drew: "why is this on the homepage?"
  • After 20 minutes, groups presented to each other and received one piece of feedback: "what would you remove?"
  • The final 10 minutes were spent on revision — most groups removed 30–40% of what they had drawn
EXERCISE OBSERVATION 01

Every single group's first prototype included a leaderboard, social sharing, and nutrition tracking. None of those are the core job of a fitness tracker. The exercise made the bias toward features visible.

EXERCISE OBSERVATION 02

When asked "what is the one thing a user needs to accomplish on this screen?", groups converged on: logging a workout. Everything else was secondary. That clarity typically arrived 25 minutes in, not at the start.

Outcomes

22
slides designed & delivered
4
workshop modules across 2hrs 15min
5
real MVP case studies analysed

Qualitative feedback collected at the end of the session indicated that founders left with a clearer, more ruthless view of what their own MVPs should contain. Several participants reported in follow-up conversations that the session had directly influenced how they presented their products to investors — stripping back features to lead with the core value proposition.

The session has been reused and adapted for subsequent iBiz cohorts and for separate UX Design courses at Strathmore University, where I have been an instructor since 2018.

What I learned about teaching design thinking to founders

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