I grew up as the oldest of nine kids, was the primary caregiver for several of them, and later worked as a strategist for KinderCare, the largest childcare company in the United States. Along the way I realized that most day-to-day childcare practice isn't based on research. I set out to study what the research actually shows, so I could bring it into KinderCare, and discovered something more troubling: the most robust research on child development can't be implemented under the real conditions caregivers face, in the US especially, but around the world to varying degrees.
That's the gap Sensiboo exists to close. We know what babies need. 90% of brain development happens in the first five years, and most of it is built through responsive caregiver-baby interaction. We just don't know how to make it actually happen, because research isn't designed to be implemented. Sensiboo is.
A baby wakes up from their nap, ready to play. Their caregiver turns on a Sensiboo adventure episode on their phone, turns up the volume, and sets their phone off to the side. The audio then guides them through a series of games and stories, pausing to give them time to gather things from around the house, and asking them to repeat phrases to their baby and to tell them stories, line by line. Each "Adventure", a series of games and stories on a certain subject, like sailing, or visiting a bakery, or a planetarium, lasts about an hour. Sensiboo currently has 30 such adventures in their "map", or, catalog.
Sensiboo is not yet being actively spread, and that is by design. The current product is an MVP — it works, it meets users' core needs, and it's grounded in real developmental science. But it is not yet the version of Sensiboo that will define the category.
I am running a 12+ month research program, structured in three phases, to evolve Sensiboo from MVP to product-market fit. Phase 1 puts the existing 30 episodes in front of small cohorts of caregivers with babies 4-6 months old, in iterated rounds, to learn what to keep, what to add, and what to take away. Phase 2 prototypes the next version against those findings. Only Phase 3 — once the experience is right — moves to commercialization and active spread.
Sensiboo's category renews itself: roughly 5-8 million babies enter the addressable English-speaking market every year, and every one reaches the trigger moment for needing something like Sensiboo on a predictable timeline. That makes hitting PMF unusually high-leverage. Once the experience is genuinely right, the natural lifecycle of the product does the spreading. Marketing at scale before that point would be premature — and would burn the very audience the product is being built for.
The first version of Sensiboo was a deck of cards with ideas that helped parents support their baby's social emotional development. What I learned through customer discovery is that parents do not want to have to read the cards to participate. I also learned more about the research on child development, and while the card deck was based on attachment research, I discovered that broader child development research shows that, particularly in the first year of a child's life, the relationship between the child and their caregiver is the foundation of development. And research like the Abecedarian Project has revealed that games between babies and caregivers are one of the best ways to support the relationship. I also learned from customer discovery that parents struggle to find playing with their baby interesting. And that they don't want screens to be involved in playtime. So from that I evolved Sensiboo to be an audio-based platform that is based on games between babies and caregivers, games that are interesting for the adult caregiver but designed to support the baby's development.
On Sensiboo.com, click "Adventures" in the upper right corner. Choose an adventure to try by clicking on it and then click "play now". At checkout, enter the promo code "hundred" to get that adventure for free! You can then play your chosen audio adventure and experience Sensiboo.