Signals
- Product
The revised growth plan starts with 10–20 schools.
The revised growth plan begins with a 0–12 month validation phase, targeting 10–20 schools, or approximately 4,500–9,000 users. This phase should validate the pricing model, sales cycle length, onboarding process, and initial case study examples.
Secure 3–5 reference implementations.
- Compliance
FERPA and COPPA readiness is a launch requirement
Because MindPlaySport works with minors in the US market, the platform must plan for FERPA and COPPA readiness, including access control, data processing, consent and a clear privacy policy. AI communication monitoring also requires transparent usage rules.
Run a US legal review before broader commercialization.
- Social Impact
Mindplay Puzzle profit will be directed toward parent support
Mindplay Puzzle introduces a social impact model in which all platform profit is directed toward concrete support for parents and children on the autism spectrum. In the first phase, the priority is day centers and extended care programs, because they directly help families with daily structure and relieve pressure on parents.
Map potential partners for day centers and extended care programs.
- Product
MVP focus: clubs, communication, AI monitoring
The MindPlaySport MVP focuses on core modules: club and user management, chat, tasks, calendar, AI communication monitoring, mental training and basic analytics. The goal of the MVP phase is not feature breadth, but validation that schools accept an integrated system for organization, communication and mental development.
Test whether schools accept one integrated system for sports organization, safe communication and athlete development.
- Funding
Crowdfunding message shifts toward the child’s voice
The crowdfunding campaign should shift from “a platform for parents and specialists” to “a tool that helps the child be better understood.” The planned funding target remains EUR 30,000–50,000 for MVP development and initial market validation.
Update the landing page messaging and campaign narrative.
- Market
USA school sports market: 19,500+ high schools
MindPlay Sports primarno cilja USA tržište školskog sporta, koje obuhvata približno 19.500–19.800 srednjih škola i više od 8,2 miliona sportskih učešća u školskoj 2024–2025. godini. Ovo potvrđuje dovoljno veliki adresabilni segment, ali prioritet ostaje validacija kroz prve pilot škole.
Validacija kroz 10–20 pilot škola u prvoj fazi.
- Market
Serbia has an estimated 12,000–20,000 children on the autism spectrum
Mindplay Puzzle starts from the estimate that Serbia has between 12,000 and 20,000 children on the autism spectrum, while the support system remains fragmented and often geographically limited. The need is not only organizational; the key challenge is the child’s communication with parents, specialists and the surrounding environment.
Validate child-facing features with parents and special educators.
- Social Impact
First communication layer: needs, emotions, choices
The first child-facing layer of Mindplay Puzzle should allow the child to use images, symbols and simple choices to express basic messages such as “I want,” “I do not want,” “it hurts,” “I am tired,” “I am happy” or “I need a break.” This layer becomes the foundation for later tracking of reactions, routines and progress.
Create the initial set of visual cards.
- Product
MVP focus expanded to child communication
The Mindplay Puzzle MVP should include four core flows: child visual communication, daily activities, parent–specialist communication and progress tracking. The goal is not only for adults to exchange information, but for the child to have a simple way to show what they want, feel, reject or cannot explain verbally.
Define the first visual cards and communication scenarios.
- Product
Roundtable defined the child as an active platform user
An internal roundtable was held between special educators and developers to further define the Mindplay Puzzle project. The key conclusion was that the platform should not be only a tool for parents and specialists, but must include a layer that helps the child express needs, emotions, choices and reactions more easily.
Define visual communication, routines and basic AAC elements for the MVP.