Business Model CanvasCollapse all
The Business Model Canvas reveals a high-specialization strategy that pivots from generic cognitive training to a mechanism-specific intervention. By integrating parent-led real-world missions, the model directly addresses the 'generalization gap' that typically plagues digital ADHD therapeutics, shifting the value from simple software to a behavioral change system.
Key Partners4 Pediatric Neurologists & Psychiatrists Clinical partners to provide referrals and ensure the program is integrated into multimodal care plans. School Counselors & Special Ed Teachers Essential for the multi-rater outcome tracking and verifying behavioral gains in the classroom environment. Behavioral Research Institutions Academic partners to co-author validation studies and refine the delay-aversion algorithms based on dopamine-hypothesis research. Digital Health Platforms (e.g., Brightline) Distribution partners who can integrate the tool into their existing pediatric behavioral health ecosystems. Key Activities4 Adaptive Game Engineering Developing algorithms that dynamically adjust delay lengths to the edge of a child's tolerance to maximize training effect. Parent Coaching Curriculum Design Creating structured 'real-world missions' that translate in-game delay tolerance into daily life skills like turn-taking. Clinical Validation Studies Running rigorous trials with multi-rater tracking to prove functional gains and avoid the 'non-specific' effects of typical neurofeedback. Behavioral Data Analysis Analyzing user data to refine the delay-aversion mechanism and personalize the training path for different ADHD profiles. Key Resources3 Proprietary Delay-Aversion Logic The specific software logic and reward schedules designed to target the dopaminergic dysfunction of the hyperactive profile. Behavioral Health Expertise Specialists in pediatric ADHD and behavioral psychology to design the parent-coaching framework. Multi-Rater Data Pipeline The infrastructure to collect and synthesize feedback from parents and teachers for outcome verification. Value Propositions3 Mechanism-Targeted Intervention Unlike generic ADHD apps, this specifically targets delay-aversion, the core driver of hyperactive-impulsive behavior. Proven Generalization Ensures cognitive gains move from the screen to the real world via parent-embedded missions, solving the 'training-only' failure mode. Evidence-Based Validation Provides parents and clinicians with multi-rater data proving the tool's efficacy in home and school settings. Customer Relationships3 Co-Therapeutic Partnership Positioning the tool as an adjunct to standard care, maintaining a relationship with the child's primary clinician. Parent-as-Coach Support Providing guidance and feedback loops to parents to empower them as the primary agent of generalization. Progress-Based Engagement Using the adaptive nature of the game to keep children motivated through incremental 'level-ups' in patience. Channels3 Clinical Referrals Direct prescription or recommendation from pediatricians and ADHD specialists. B2B Health Platforms Integration into digital health hubs like Brightline or Goally to reach a pre-segmented user base. Educational Advocacy Groups Partnerships with organizations like Understood.org to reach parents seeking targeted behavioral tools. Customer Segments3 Hyperactive-Impulsive ADHD Children The primary users who struggle specifically with immediate gratification and impulse control. Parents of ADHD Children The primary purchasers and 'coaches' who implement the real-world missions. Pediatric Behavioral Health Providers Clinicians looking for a validated, mechanism-specific tool to supplement pharmacological treatment. Cost Structure3 Software Development & UX High initial costs for building the adaptive game engine and the parent-facing mission interface. Clinical Trial Expenses Costs associated with recruiting participants and managing multi-rater data collection for validation. Content Creation Developing the behavioral curriculum and coaching materials for parents. Revenue Streams3 Subscription Model (B2C) Monthly or annual fees paid by parents for access to the training program and coaching tools. Licensing Fees (B2B) Per-user licensing fees paid by digital health platforms or clinics integrating the tool into their care. Clinical Validation Grants Funding from research grants focused on dopaminergic dysfunction and pediatric behavioral health. Necessary to define how the value is delivered through the dual-channel approach of game-based training and parent-led real-world missions. · Generated 2026-10-02 by cavi/gemma4-31b-it-awq-4bit-32kAI-generated