wiki/overview.md
Overview — The Product & Positioning
Source: Project-Objective.md §0–§4. This is a summary; the raw doc is canonical.
North Star
CurioQuest — the personalized science curriculum your child stars in.
Personalized STEM story + activity books where the child is the hero of a curriculum-aligned science adventure, guided by a mentor the family chooses, set in the child's own world and language, ending in a hands-on household experiment — and built to grow with the child across grades (a year-by-year journey, not a one-off book).
The gap it fills
Personalized storybooks, STEM kits, and school curriculum all exist — separately. Parents stitch them together. No one has fused them into a single product that is personalized to the child, validated against real curriculum, told as a story, and built to progress across grades. CurioQuest is that product.
The moat (what's hard to copy)
Not generation — anyone can generate a story. The defensible layers, ranked: 1. Physical keepsake + hands-on experiment — tangible, AI can't drop-ship it. 2. Trust & real curriculum credibility — educator-validated, parent-facing. 3. Owned, human-authored & registered IP — Professor T-Rex + universe + brand. 4. Brand & distribution — slow to build, hard to copy, the durable long-game.
(Visual consistency + the curriculum engine are enablers/table-stakes, not standalone moats. Learning-outcome data is a selling point, not a moat.)
Two layers in every book
- Story layer — a STEM topic decomposed into sub-concepts, wrapped in a quest. The narrative angle is matched to the topic type via mission archetypes: Detective (observe/solve), Engineer (fix a broken system), Explorer (discover/classify). Teaches to common misconceptions, with an in-narrative learning check (the guide asks the reader; a correct answer unlocks a secret code + badge).
- Activity layer (MVP) — every book ends with a hands-on experiment using household items (paper cups, string, ice). Near-zero cost, low entry barrier; turns passive reading into doing and creates creator↔child quality time. (Physical experiment kits are a deferred future tier.)
Worked examples: "Sound Quest" (Professor T-Rex → throat-hum vibration → sound) and a personalized water-cycle book where the father is the guide for his dinosaur-loving 7-year-old.
The three pillars
Pillar 1 — Personalization (the who)
- Hero: the child (name, age, grade, looks, interests).
- Cast: the child's friends (first name + traits only) and original characters inspired by the child's interests — no third-party/branded characters (see ADR-003).
- Guide: the teaching mentor, personalizable to the family's choice (favorite-animal "professor," a parent, a custom hero). Default = Professor T-Rex (see ADR-002).
- Privacy-first: no photo by default (see ADR-004).
Pillar 2 — Localization (the world)
Language-first, then landscape/setting, then characters. MVP scope = US / English. Full localization (multi-language, new markets) is the single biggest under-explored upside per the research — a core strategic expansion deferred past MVP.
Pillar 3 — Distribution & Fulfillment (the how)
- Two tiers: digital edition (entry, the conversion event) → physical edition (upsell keepsake).
- Storefront: standalone Shopify store (see ADR-006).
- Physical fulfillment: book-grade print-on-demand — Lulu / Gelato / Peecho, not Printify.
Related
- What the system must do
- The economics
- Why this positioning — research synthesis