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Portfolio
TOKY: Educational Gaming Platform for Kids 4–12

STATUS: This is a pre-launch academic MVP strategy, validation design and roadmap, not a shipped product. The next step, if this were real, would be running the parental-trust validation experiment before writing a line of code.

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The Role

As Product Manager, I worked across three areas:
 

  • Vision & strategy: translated the product concept into measurable objectives and an evolving roadmap, making sure each decision tied back to solving a real problem for kids and families, not just adding features.

  • Discovery: led research planning with families and pedagogical specialists to validate assumptions about trust, engagement and behaviour before committing development effort to them.

  • Prioritisation & backlog: built a backlog of 22 core features plus 22 future iterations, scoped an 11-feature MVP using RICE and MoSCoW, and made the call on what not to build yet.

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The Story

Toky is a digital platform combining a game for children aged 4–12, built around cognitive, motor and creative challenges, with a parent dashboard for supervision and personalisation.

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It addresses a common challenge: screen time often means choosing between entertainment and learning. Toky aims to combine both through games that are engaging for children while supporting cognitive development and giving parents confidence in what their child is doing.

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This was a group project covering product definition, segmentation and business model, with an individual deep-dive I led on product management strategy, backlog and validation.

Key Decisions

Testing parental trust first. We identified three key risks: whether screen time is a real pain point, whether structured content builds parental trust, and whether kids stay engaged. I chose to test trust first because engagement only matters once parents are willing to install the product. This decision shaped the validation plan.

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Measuring more than engagement. I proposed five metrics to understand both product and business performance: activation, challenge completion, weekly retention, parental trust and satisfaction, and free-to-paid conversion. The goal was to identify early whether the product was engaging, trusted by parents, and ultimately viable as a business.

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