At SuperAwesome, we’re committed to ensuring team members grow and up-skill within their team, and the company as a whole. In this Women in Tech series, we’ll be looking at the career paths of various women working in tech within SuperAwesome - from engineers to product managers to everything in between.
Jess Whatson joined SuperAwesome as Sales Support in 2016. Her passion for data analysis and the kids digital ecosystem as a whole has led her to her current position, leading our Market Strategy team across EMEA.
Here, she talks about how her career has evolved within SuperAwesome, and what she does to make the internet safer for kids. Read More
Patricia Scanlon, Founder and CEO of SoapBox Labs, has had an incredible journey in developing child-specific speech technology which enables highly accurate, age-appropriate voice-enabled experiences for children. She sat with SuperAwesome CEO Dylan Collins in Dublin to discuss why Big Tech, adult tech and smart speakers… Read More
At SuperAwesome, we’re committed to ensuring team members grow and up-skill within their team, and the company as a whole. In this Women in Tech series, we’ll be looking at the career paths of various women working in tech within SuperAwesome - from engineers to product managers to everything in between.
Kiah started out her cyber security career at university where she was a researcher for the university’s Strategy and Security Institute. After graduating she became a cyber security consultant, working with a range of clients from multinational corporations to high-profile individuals. In 2019 she decided to move to an in-house role, and joined SuperAwesome as their Head of InfoSec. Read More
In Episode 21 of #Kidtech, SuperAwesome CEO Dylan Collins returns to Radio Waves Studio in New York to sit with Meredith Halpern-Ranzer, CEO of Tinkercast, the company behind the #1 podcast for kids right now – Wow in the World. Meredith, Chief Executive Tinkerer (as she likes… Read More
VSCO girls are the biggest key trend of Q3, but will they be replaced by E-girls? Plus, the end of Fortnite Chapter One worried gamers with a big stunt.
Every quarter, we look at what’s trending in the kids space and we do this by asking the experts - actual children. We asked kids on PopJam, our safe content-sharing platform, their thoughts on a range of subjects. We don’t collect any data on PopJammers, but we do compile the most-mentioned answers to identify the top trends. Read More
In Episode 20 of #Kidtech, Sven Gerjets, Chief Technology Officer of toy giant Mattel, sits with SuperAwesome CEO Dylan Collins in LA to talk about the future of connected toys, the role of AI in play and how nostalgia drives innovation in toy… Read More
In Episode 19 of #Kidtech, Craig Donaghy, Head of Community Insight at PopJam (SuperAwesome’s kid-safe community platform) and Sam Clough, a leading family consultant, discuss how kids actually think about online safety. Sam and Craig trade opinions on how much kids understand about data privacy, their own concerns around online… Read More
In Episode 18 of #Kidtech, Darran Garnham, CEO of MTW Toys, Europe’s main distributor of Thinkway toys, joins SuperAwesome CEO Dylan Collins in London to discuss entertainment licensing, digital and physical toys, his angel investment in Calm and some of the history behind Mind Candy. A wide-ranging conversation covering the past, present and future of the kids sector. Read More
SuperAwesome is pretty unique: we are pioneering the kidtech sector with an array of products at different maturity stages, and our engineers work seamlessly across the full stack.
The concept of “production readiness” is highly influenced by the product we make, and by the culture and the people involved in designing, developing and maintaining the code. Read More
Location-based games are poised for massive growth. This segment of the market is estimated to reach $285 billion in value by 2023. Not to be outdone, game developers (and tech giants) are weighing in with ever-more immersive experiences.
The biggest hurdle for developers in the kidtech space is that such games are often not playable until they can access the user’s location, but geolocation is personal information under COPPA and GDPR-K and can’t be used without parental consent. Read More