Klevero
Worldwide, around 55 million people have dementia, according to the WHO. As older populations increase in nearly every country, this number is expected to rise to 78 million in 2030 and 139 million in 2050. This has far reaching social and economic consequences that affect their loved ones and the community at large.
Our solution is a gamified cognitive training tool that aims to improve mental acuity in the elderly and reduce the chances of developing dementia. It features activities designed to train skills such as reaction speed, pattern recognition, word recognition, colour recognition, person recognition, etc. By making it fun and engaging, we hope to encourage the users to play regularly, so that they can reap the long term benefits. We are also using machine learning to allow users to track their improvements over time, which will act as positive reinforcement.
Our solution aims to initially serve the elderly. This will also provide support to their caregivers and family members, by giving them a tool to care for the elderly in their lives. In the future, we foresee that our solution can also be used by a wider segment of the population as a preventative tool.
We have undergone extensive market research by liaising with care homes, NGOs, community organisations and universities. We have collected their initial feedback and hope to create a product that will best serve our users. We have developed a network of potential beta testers who are eager to test our product and provide feedback once our prototype is ready.
- Enabling new models for childcare or eldercare that improve affordability, convenience, or community trust.
- Prototype
We are applying to Solve because we would like to develop connections and mentorship opportunities, which will ultimately help us reach more customers and drive more impact.
- Product / Service Distribution (e.g. expanding client base)
We believe that the elderly market is often underserved, especially by technology solutions. We hope to be part of the change and provide tolls that improve their daily lives.
Within the next year, we hope to:
- Finish beta testing and launch our product on a wider scale
- Connect with more potential users across different markets
- Receive feedback from more users and continue developing our product
Within the next five years, we hope to:
- Have a sustainable business model that will allow us to subsidise our products for low-income individuals who may benefit from our product
- Reach even more people in different countries
- Work with healthcare or insurance organisations to increase adoption of our products
- number of customers served
- satisfaction and positive feedback from users
Our solution will have a positive impact of the elderly, with a population that is expected to continue growing. This will in turn have a positive impact on their family and friends too. By helping people lead healthier and happier lives as they age, our solution will ensure a better quality of life for everybody. This will allow older people to continue being productive members of their communities and lead meaningful lives.
We are using a combination of software and hardware to deliver the best user experience to our customers. We are also employing a machine learning model to enable users to track their improvements over time.
- A new application of an existing technology
- Artificial Intelligence / Machine Learning
- Audiovisual Media
- Behavioral Technology
- Internet of Things
- Software and Mobile Applications
- 3. Good Health and Well-being
- 4. Quality Education
- Hong Kong SAR, China
- Hong Kong SAR, China
- United Kingdom
- For-profit, including B-Corp or similar models
In the long term, we hope to be able to subsidise our products for low-income individuals who can benefit from our solution.
Our income will come from initially selling the physical product and then providing a subscription model for additional features if the user wishes to unlock them. In terms of selling the physical product, we plan to sell to individual customers as well as bulk orders to organisations such as NGOs, care homes and hospitals. The subscription model would allow the user to unlock additional game modes, to enhance their game experience by adding more variety and possibilities. They could also unlock more detailed user metrics and track their improvements over time.
- Organizations (B2B)
We hope to become financially sustainable through a combination of grants, raising capital, selling products and contracts with organisations.
~100K USD grant from Hong Kong Science & Technology Park