CASE STUDY: EDTECH / CONSUMER

Osmo

‘Reflective AI’ – technology that brings digital play back into the physical world.

The Story

How VSC helped differentiate edtech and play

Our goal was to launch Osmo out of stealth and stand out in a sea of hundreds of thousands of children’s toys and learning-based applications.

We aimed to build a brand that would resonate with the key user base: parents, families, and educators.

Strategy & Tactics

We positioned Osmo as the leader of a new play movement as they are bridging the physical and digital worlds for the ultimate hands-on learning and play experience.

We addressed parents’ concerns of mindless screen time by focusing messaging on play vs. “edtech,” and highlighting Osmo’s benefits for motor skills, creativity, and collaboration.

We coined the term ‘Reflective AI’ – technology that brings digital play back into the physical world.

We conducted regional outreach to spotlight ‘teacher ambassadors’ who are using Osmo to build innovative curricula within target geographies.

The Results

Four years and 500+ stories later, ranging from mainstream outlets such as USA Today and the Today Show to business influencers such as Inc., and local outlets across the country, Osmo is now an award-winning company with products in hundreds of thousands of households, more than 248 Apple stores around the globe, and more than 20,000 schools worldwide.

Osmo was acquired by Byju’s in January 2019 for $120M.

500+

Stories

248+

Apple Stores

20K

Schools

$120M

Acquisition

Wall Street Journal

Children's Drawings Become Cartoon iPad Props in Osmo Monsters App

-Nathan Olivarez-Giles

Fast Company

Can Learning To Code Be As Simple As Lego?

-John Brownlee

Inc.

This Toy Company Figured Out How to Get Apple to Sell Its Products

-Salvador Rodriguez

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