March 6, 2024
UPDATE
Three app creators are shaping the future of education, fitness and health
The creators behind Boddle, Run Legends, and Wysa—all alumni of Apple’s Entrepreneurship Camp—share how they’re empowering people with their cutting-edge apps
Around the world, developers are creating apps that break down barriers related to gender, race, socioeconomic status, language, and physical ability.
In celebration of Entrepreneur Camp’s fifth anniversary, Apple spoke with alumni app creators whose apps are shaking things up in education, fitness and mental health. All three women participated in an immersive technology lab that invites developers from underrepresented groups to take their apps to the next level with one-on-one guidance from Apple experts, engineers and leaders. Entrepreneur Camp emphasizes Apple’s ethos that apps for everything should be made by everyone.
Edna Martinson, a 2023 Entrepreneurship Camp attendee based in Tulsa, Oklahoma, started Boddle Learning during the COVID-19 pandemic, when students and teachers were adjusting to the sudden transition to learning from home. An educational app for kids uses gamification and machine learning to adapt content to their learning levels, helping them address learning disabilities and boosting their confidence in the classroom.
After graduating from MIT, Entrepreneur Camp 2022 student Jenny Xu founded her own studio and combined two of her life’s passions — running and gaming — into Run Legends. The immersive multiplayer game is designed to make walking and running more fun, encouraging players of all fitness levels to team up with friends to battle and overcome real-life anxiety.
And Jo Aggarwal, a 2019 Entrepreneur Camp attendee, is the founder and CEO of Wys, an emotionally intelligent chatbot—written by therapists working with artificial intelligence designers—to help users discuss difficult emotions and thoughts anonymously, anytime. Based in Boston and Bengaluru, the app has helped millions of people in 95 countries learn how to feel happier.
Below, Martinson, Xu, and Aggarwal reflect on their journeys to becoming app developers, how they brought personalization to their apps to make them more accessible to everyone, the key lessons they learned along the way and at Entrepreneur Camp, and how they used technology to creating innovative solutions to real-world problems.
Creating space for women in application development
Jenny Xu (JX): When I started in the gaming industry, I felt like I was the only one doing what I was doing. I grew up playing a lot of story-based interactive fiction — art games that make you come back after you’ve learned something about life, and I think that’s a genre that’s mostly popular with women. With Run Legends, even though it’s a fighting game, it’s not a game that makes people feel really aggressive while playing it — they can feel empowered. Now that I’ve raised some money and shipped some games, I’m trying to give back and show that it’s possible to make games that aren’t just shooters, but games that make the world a better place.
Edna Martinson (EM): My perspective as a woman in this field has really shaped our team and the way we connect with our community, especially since most of the elementary school teachers we serve are women. We had a blast doing virtual career days on Zoom, showing the kids how we made Boddle and introducing them to game design. It’s super rewarding to see the excitement on the girls’ faces when they find out that a woman is the co-founder of Boddle. This shows them that they can be leaders in technology as well.
Breaking down barriers through personalization
Jo Aggarwal (JA): We set out to solve global mental health and give people a safe space to work with their thoughts and emotions, building resilience regardless of stigma, race, gender, access to a therapist or diagnosis… Language can also be a barrier, and in an effort to support Wys more inclusive, we are launching Wysa in Spanish to create more equal access to marginalized communities.
EM: At Boddle, we understand that every child learns differently and at their own pace, so we use machine learning to adapt content to children’s levels and help identify learning gaps through fun and interactive gameplay. We also provide teachers with tools to support their students, giving them access to Kindergarten through Sixth grade assessments and videos in Maths and English, and a range of assessment and reporting tools.
JX: We noticed that in other fitness experiences, people who were faster or in better shape were often rewarded based on how fit they were, so others would be intimidated. Run Legends uses basic location, basic movement and accelerometer data on the Apple platform to detect how fast someone is moving and adapt the game accordingly. So if you want to play at a 20-minute walk pace or an eight-minute run pace, it’s all the same. There’s really no advantage to going faster or slower through our game. There are quite a few walkers who play the game and say that the game has made them switch from walking to moving faster and running.
Seeking support and mentorship
AND: The entrepreneur camp was amazing, I met so many like-minded entrepreneurs and became friends with them. I keep in touch with some of the cohort who are in similar fields. The campus is so beautifully designed, and learning Apple’s design principles in that environment was like a dream come true. We had design sessions with members of the Apple team who helped us understand how to position Wysa, and today we are one of the top-ranked apps in our space.
JX: When we attended Entrepreneur Camp, it was very early in Run Legends. We didn’t necessarily know what the game would look like. We were given the opportunity to speak with a design team that knew what they were doing on the App Store and would investigate our app in detail. One example was our onboarding experience – our rep said to us, “What happens if a player isn’t ready to run or go out?” You’d lose so many people if you didn’t provide an alternative experience that could be played indoors.” Because of that feedback, we changed our entire onboarding process and realized after launch that almost half of all players were using the alternative experience.
Building more comprehensive experiences
EM: Boddle is more than just a maths or English game. We are creating a metaverse for learning with different game experiences. If the kids like basketball, they can jump into a basketball game. If they like pets, they can check out our pet fighting game. The cool part is that they can choose what they want to play and their learning goes with them wherever they go in Boddle’s world. They are in charge of their own learning adventure, choosing what they want to do and learning along the way.
JX: In Run Legends, we use Spatial Audio so that when you turn your head, it sounds like the battle is actually happening around you. If you turn left, you might hear a monster growl at you, but if you turn right, you might hear your teammates cheering you on. You feel the touch as you power up your attack and as you sprint, and it feels like the battle is happening right there. This feeling drives people to exercise longer and harder. Gamers often tell us that they’ve done the fastest walk or run of their life through it, and it’s because of that interactive audio experience.
AND: What was really unique about Wys was how we iterated the product. We didn’t start with a clinical workbook and turn it into a chatbot. We took evidence-based techniques that worked and then listened to users about what they needed and where some didn’t work for them. We then worked with clinicians to create models that were useful for users when trying to help themselves. This has created a balance of power between users and clinicians, powered by artificial intelligence and analytics, that has never been possible before.
Creating innovative solutions to real-world problems
AND: We wanted to make access to mental health off-limits – something you can access on your phone at 3am and continue to use as often as you need. Research shows that people are 3 times more likely to open up to AI than even a human therapist. This creates an opportunity to create psychological safety, but must also be accompanied by privacy-first design and proven, measurable results. We have been able to demonstrate the effect in adolescents, as well as in the elderly with chronic pain, with blue-collar workers as well as technical experts.
JX: The narrative in Run Legends is that you fight against the angst of the real world through your in-game battles. So you’re not fighting minions or a generic enemy: you’re fighting your critical grandmother who tells you you’re not good enough, or the hyper-competitive Chad who’s always trying to beat you. We’ve heard our players say it’s a cathartic experience. They actually heal from battles and narratives about overcoming obstacles.
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