Turning daily speech therapy into a game a four-year-old asks to play

Co-founder, Product & Design0 → 12022-2025
The therapist web platform: calendar, screening queue and payments The parent dashboard: this week's exercises, streak and child mode

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ProductPogaduszki

A pediatric speech-therapy system from Poland where the child practises by playing, the therapist keeps the case, and the parent finally sees progress.

Details
iOS & Android app · web platformsurface
Co-founder. Product and design, end to endrole
Four co-founders · speech therapists · AI & game engineersteam
0 → 1 strategy · UX/UI · game design · clinical UXscope
ProblemThe Empty Week

Speech therapy works in the clinic and dies at home. Between sessions the practice falls to a parent with no tools, the evening turns into a fight, and the therapist flies blind for a week at a time.

SolutionTherapy in Disguise

I designed a system where the exercises hide inside games, with the child's voice as the controller, while a strict clinical core underneath keeps the data honest for the therapist.

ResultPlay That Counts

1,200+ children practising at home in Poland, therapists who could finally see the week between sessions, and a company that won the NN Social Innovation Award and a funding round from Simpact & SMOK.

Impact
1,200+
Children
Practising at Home
Real Polish homes, in the week between sessions
6
Voice Games,
One Ghost World
Something that keeps child practising at home
Funded
An Award
and a Round
NN Social Innovation Award, plus backing from Simpact and SMOK
Context

In Poland, a child with a speech disorder gets one therapy session a week. The other six days belong to the parents.

Speech therapy is repetition. The therapist diagnoses and corrects. The drilling that rewires pronunciation happens at home, every day, for months. That home half arrives as a paper worksheet, and a three-year-old has no intention of doing worksheets.

Most speech apps attack this with flashcards, and a kid opens flashcards exactly once. Real leverage meant getting the daily practice to actually happen.

Montherapy
session
Tue
Wed
Thu
Fri
Sat
Sun

One hour with a professional, then six evenings of paper worksheets nobody fills in. The empty week is where progress died.

Goals + North Star

To make the week between sessions actually count, by building the app around the people who could refuse it.

Win the therapist: be the tool that does their boring half, not the one that replaces them.

Earn the parent: a plain-language diagnosis, a ready plan, and transparency about their child data.

Keep the child: hide the therapy completely. The moment it smells like an exercise, it's over.

Stay clinical: whatever the games pretend, the scoring underneath must be strict enough to trust.

The child's world screen: the week's days, a letter being built on scaffolding, and today's session card
The ghost singing into a microphone, music notes and sparkles around it
The ghost peeking out from behind a jungle leaf
The ghost floating over a meadow at golden hour with one hand raised
Process + Key Insights

I sat in on real therapy sessions and interviewed therapists, parents and kids to map where the practice actually died.

Key insight 1, the replacement fear: therapists' first reaction was "someone wants to replace me with a phone." The therapist's recommendation is the only marketing that matters here. A product that ignored the fear would never be recommended.

Key insight 2, the homework fight: parents reported the exercises worked, but the evenings were a battle, and most families quietly stopped after a few weeks.

Key insight 3, the silent quit: kids never complain. They put the thing down and never pick it up again, so retention is the only honest signal a children's product gets.

Therapy sessionthe hour that works
Plan goes homeworksheets and good intentions
First eveningthe child does it
Second eveningthe fight starts
A few weeks inquietly stopped
Strategy

We weren't replacing the therapist. We were becoming the reason the home practice got done.

Framed that way, everything inverted. The therapist stopped being the competition and became the channel: they diagnose, assign from a library they trust, and for the first time see the week between sessions.

The parent stops being the drill sergeant and becomes the person who hands over the phone. The child never finds out any of this is happening.

Who is the real customer?

Sell direct to parents, skip therapists

Without the therapist's blessing parents don't trust it, and you're guessing at the clinical content.

Sell to clinics as software

Slow, and it still smells like the tool that's there to cut headcount.

Make the therapist the hero, the app the daily practice

The therapist recommends, the child uses it, the parent pays, and none of them feel sold to.

Why it worked: parents already trust their therapist, so the recommendation that actually matters is the therapist's. If the app makes them look good instead of replaceable, they hand it to families themselves.

Branding

"Pogaduszki" means little chats, and it hides the word "duszki": little ghosts. So the ghosts became the world.

The name carries the whole product in one pun: chatting is the therapy, and the ghosts are the ones the child chats with.

A ghost can be anything. It flies, it hides, it wants to hear words, which is exactly what six different game frameworks needed from one mascot.

pogaduszki

little chats · little ghosts
the therapy and the world, one word

The orange ghost mascot in its island world
Design 1 / 3

The Case File

making the therapist the hero, not the casualty

A web platform that reads like clinical notes, not a sales pitch: diagnosis, screening queue, a library of exercises they already trust, calendar and billing. The therapist assigns the week's practice, the app reports back what actually happened at home. Their job gets more visible, not smaller.

Therapist dashboard: calendar, screening queue, payments
Therapy plan builder
Assessment view
Design 2 / 3

The Front Door

earning the right to a three-year-old's voice

The parent flow answers the three questions that decide everything: what the diagnosis means in plain language, what the plan is, and what the microphone is actually listening to.

Parent welcome screen
Plain-language diagnosis screen
Parent progress dashboard
Design 3 / 3

The Ghost Games

six frameworks, one journey, zero visible therapy

Six game frameworks, stitched into a single journey through the ghost world to keep therapy hidden and fun. Whatever the child says out loud to play is the exercise, and the voice is the only controller. They think they're steering the ghost but really they're repeating the same sound forty times, and every take is scored in the cloud after the session rather than on the screen in front of them.

Balloon game: holding the sound lifts the ghost, the gauge on the right shows how long it has been held
Ambulance game: arrows steer between four lanes, the voice speeds the ambulance up
Handcar game: two ghosts pump along the rails ahead of a train, each syllable said out loud speeding the cart up
Flight game: the ghost flaps through a gap between wooden pipes
Two doors game: a basket and a blackbird, one letter apart in Polish, and the door that opens is the one the child actually said
Forest climb: the ghost jumps up the platforms, each jump paid for out loud

What happens when the word comes out wrong?

Stop the game and ask for it again

Freezing a flap-to-fly game to re-run one syllable kills the only thing keeping a four-year-old in it.

Let it pass and never mention it

Then it isn't therapy, and the therapist was right not to trust us.

Let it slide, coach before the next round

The take is still scored, just not in front of the child. The tip arrives between games.

Why it worked: nothing interrupts the play. The audio goes to the cloud, the scoring stays strict, and the therapist gets honest data on every word. What the child meets is a ghost showing them how to shape that one sound before the next round starts, never a buzzer in the middle of one.

What the Field Said

1,200+ homes in, the finding that mattered: a child will practise for as long as it doesn't feel like practice.

In real homes the bet held. A four-year-old will talk to a ghost for as long as the ghost keeps moving, and that is long enough for the repetition to count. No child was ever told they were doing exercises, and the word lists underneath were the therapist's own.

The therapists were the surprise. What we heard at the start was the fear of being replaced. Once they could see what actually happened at home between sessions, most of that dissolved, and the platform became the thing that made their work visible instead of the thing competing with it.

"I can see what happens between our sessions now. That used to be a black box."

Reflections

01

Put the veto in the room

Speech therapists sat on the team, not on a feedback list. Every argument about what counts as a correct sound had someone present who could settle it, which is the only reason the games could be built on top of the scoring.

02

Strict core, soft shell

Every time we softened the game so a kid wouldn't feel bad, we risked the therapist not trusting the data. The answer was never a compromise. It was strict scoring the child simply never sees.

03

Designing for pre-readers is accessibility work

No text a child must read, motor targets a three-year-old can hit, and a model that accepts speech in every shape a child can produce. Constraints first, charm second.

What I Would Do Next..

Every session already ends in scored audio. Next it should decide what the child plays tomorrow.

It should write the next week's plan by itself, for the therapist to approve or edit in a tap, and aim the between-round tip at the sound furthest behind.

Then upward and outward: a caseload view, because a therapist still sees one child at a time, and screening that runs at home, for the children who are not on anyone's list yet.

Somewhere in Poland, a thousand children are talking to ghosts. The ghosts are winning, one word at a time.