I’ve never worked a corporate job in children’s products.
But over the last 10 years, I’ve designed toys and educational products for MyWonder, PlayShifu, The Whole Truth, and UNICEF.
Here’s what nobody tells you about this space:
There’s an inherent tension between design and education.
Design companies want to innovate fast. A/B test. Iterate weekly. Ship new versions every month.
Education moves slowly. You need a year to know if a learning intervention worked. A decade to see if policy changes had ground-level impact.
So where does children’s product design even happen?
Three spaces where innovation can move faster:
EdTech - Digital products are monitored closely. Every interaction can be tracked and fine-tuned.
Educational NGOs - India has the largest number of non-profits globally. They’re building curricula and toys at the ground level.
Toys & games - For young children, play and learning are the same thing. You can test and iterate faster here.
I’ve worked across all three. 2-person teams chasing brand new ideas (MyWonder, Radics). Startups figuring out their 3rd product vertical (PlayShifu, Eureka). NGOs making toys and curricula (Sawaliram, Agastya Foundation). Most recently, FunDoo for UNICEF — digital learning across the planet.
2026 is different.
This is the year I stop working FOR these organizations and start building WITH them.
If you’re building anything for children — toys, apps, curricula, physical products — @Jump Design helps you figure out what actually works for kids.
Not what looks good in a pitch deck.
What do you think is the biggest gap in children’s products today?