#RA23 Startup Story | MemoRehab


MEMORehab is an online platform that provides allied health professionals (neuropsychologists, occupational therapists, psychologists, speech pathologists) with tools to deliver intervention programs to neurological patients online.

Our platform supports both patients and clinicians through the rehabilitation journey through a mix of telehealth to connect patients and clinicians (either in a group or individually as part of the intervention program) each week, patient management tools for clinicians to organise patients, data analytics for clinicians to review patient progress, computerized exercises for patients to practice skills they learn in the intervention, educational content so patients can learn about their condition and how to manage it, and inbuilt reminders to help patients attend to tasks.

How have you engaged end-users in the development of MEMORehab?

We began our journey by conducting a user experience study interviewing clinicians who had run intervention programs for patients suffering from memory related issues as a result of neurological injury.

From this study, we designed a platform for clinicians to deliver rehabilitation and continued conducting research with clinicians to further develop the platform and understand what tools they needed to run these sorts of interventions in a digital format.

Since then we have engaged both clinicians and patients in user studies and academic research to understand the impact and value of our product. We aim to continue working collaboratively with clinicians and patients to improve our platform.

Can you share some success stories or accomplishments that you’ve achieved since launching?

Since launching in February, we have onboarded multiple major hospitals and health districts across the country, in addition to conducting research with major universities and hospitals.

Since our launch, we have had multiple groups of patients use our platform successfully and really enjoy their experience. We are told that patients really engage with the program and really look forward to using MEMORehab each week and meeting with their group using our teleconferencing system, in addition to completing exercises and watching educational content.

Clinicians have told us they really enjoy the system and find it streamlined and easy to use.

What sets your startup apart from competitors?

We are the only service that offers solutions for both patients and clinicians.

Other systems either offer clinicians tools to deliver service online, or offer patients tools to improve their functioning. We offer both and provide clinicians with data about how their patients are engaging with the intervention process.

What advice would you give to aspiring disability tech entrepreneurs?

You will have some good days and some bad days…some times bad months.

Just do not forget why you started and remember to love what you are doing.

What does it mean to you to be part of the Remarkable community?

We are proud to be a part of the Remarkable community and be recognised as a company that is capable of making real change in this space. Being backed by Remarkable means they believe in our mission and that we can succeed.


1 Month 1 Year 10 Years
We want to onboard 5 new clients and finish our research portal. We want to have broken even and be receiving our first recurring revenue from current customers in addition to having all the features on the platform polished. We also aim to have additional interventions added to the platform. We would like to be a multinational company with multiple interventions that can be delivered in a flexible way, helping patients achieve their rehabilitation goals across the globe.
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#RA23 Startup Story | The Care Co


The Care Co is an in-classroom software that teaches students aged 5-12 mental health lessons in school.

Inspired by self-paced teaching tools in the Reading, Writing, and Maths spaces, The Care Co designed a unique evidence-based, ability-based way to teach fundamental coping skills and scale psychology best practice in a learner-friendly way.

Our first targets include the 42 million students aged 5-12 in Australia, New Zealand, Canada, United States and the United Kingdom – with a comfortable lead pipeline of approximately 379,000 students well before our Australian go-live date, we’re off to a good start towards achieving our goal!

Priced as a per enrolled student per month SAAS subscription model, 1 million students would see us growing on $60.5 million in ARR.

How have you engaged end-users in the development of The Care Co?

We had a number of stakeholders that needed to be included in the design and development of our software–including young people. Several of these key roles including school leadership team members (the economic buyer or customer), in-classroom educators (the gatekeeper), and parents and guardians who are a great ally of ours in the kids mental health space.

While students are the ultimate end user of our product, our GTM, marketing, acquisition, and retention strategies (alongside development!) had to consider the opportunities, challenges, and gaps for each of these roles.

Can you share some success stories or accomplishments that you’ve achieved since launching?

We’re finishing Beta Testing across the Australian Winter 2023 season (Terms 2 and 3 in Australian schools).

Now partnering with the CPA to give some schools a free trial period as part of their STEP-tember physical health and wellness program participation, the rest of the Australian primary education community will be able to start procuring licences (and using!) The Care Co from October 2023.

We’re super excited to cross the major milestones of both free participants and going live – because the pre-emptive response and interest from the community has been both great and warming!

Four members from The Care Co team seated on a couch, smiling at the camera and wearing The Care Co t-shirts.
What sets your startup apart from competitors?
  • Our evidence-base – we’re all about scaling best practice in the paediatric psych space;
  • Our ability-based curriculum – we’ve stepped away from traditional age and grade based lessons and design a curriculum that ranges from students who need more support with their learning through to independent learners who can choose and action activities on their own.
  • We’ve gone this route to ensure all young people,  regardless of their ability-level or learning needs, can have a sense of agency in choosing their mental health activities for the day and learn new skills and habits they can action (almost!) on their own.
What advice would you give to aspiring disability tech entrepreneurs?

Come up with your development ‘thesis’ from day one. We design for students with disabilities or from trauma-informed backgrounds first because they are some of the highest risk young people for mental health challenges both now and later in life.

Through this framework so many other decisions can be made much more easily and it all begins with nailing down that key group.

What does it mean to you to be part of the Remarkable community?

So much – Remarkable is a humbling, brilliant, and kind group of tech lovers, entrepreneurs, program coordinators, and mentors who believe the world can be a better place.



1 Month 1 Year 10 Years
Still in the midst of Beta Testing and confirming the true impact and outcomes of our software on students and educators alike. Definitely rolling into (or already rolled into) the New Zealand education community and finalising School Year 2024-25 with some US schools. No longer accepting that fundamental mental health literacy isn't a part of the core school curriculum. The same way we would never accept an education provider to forgo literacy or numeracy, we want The Care Co to pave the way for changing the core curriculum to include this critical life skill.
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#RA23 Startup Story | Enabled Play


Enabled Play is a platform that gives users the ability to augment and control their technology in ways that work best for them using voice controls, face expressions, body gestures, virtual buttons, and more.

For businesses, we provide the ability to create new levels of equitable access to their platforms and services while also being able to spotlight their services to our users as a new accessible place to be whether it be a game, a bank, a streaming platform, or productivity tool.

How have you engaged end-users in the development of ENABLED PLAY?

Our platform is built for people with disabilities and as well as with them.

From the beginning of our R&D to each feature implementation, we involve our community of users, testers, and supporters to provide as much feedback and review before we even get to the design stage. We have a group of about 2000 people of varying ages and abilities who participate in that constant feedback loop.

We even talk with a number of our users about our naming conventions and brand naming.

Can you share some success stories or accomplishments that you’ve achieved since launching?

We’ve built an amazing team of icons in this industry that share in our vision of equitable access for everyone. We’ve also introduced thousands of users to our platform who love and use Enabled Play every day.

The 450 characters can’t do the number of quotes and amazing feedback we’ve received justice, but here’s one that is close to encapsulating it from Aaron Price at AbleGamers:

“The current adaptive gaming scene is in a messy hodgepodge of tech. Everyone’s disability requires a unique solution. If a person with disabilities wants to maximize their gaming potential, their controls often necessitates a mixture of assistive technology pulled from many different avenues that don’t logically correlate when people think about videogames. For individuals with disabilities, this makes the process of gaming very confusing, extremely expensive, and time-consuming.

Enabled Play controls have taken huge strides to combine that patchwork of assistive tech that allows disabled gamers to control their videogames into one device all while including an easy-to-understand interface.​”

What sets your startup apart from competitors?

There’s a few things that set us apart:

  1. We provide many different augmented controls that adapt to our users over time, prioritizing personalization and abilities over the technology.
  2. Our speech recognition and computer vision models for face expression and body gesture controls also run entirely offline to ensure the fastest performance and absolute privacy
  3. Our users pay nothing to use these new levels of accessible controls. Our business model does not implement a “disability tax” and instead removes it.
  4. For businesses, we provide new levels of accessibility beyond the box check of compliance. We provide personalized controls for each person so they can bring their “enabled play profile” to your apps, services, games, and more.
  5. We help drive new customers to our partners by introducing our users to the services that are accessible to them and where they can bring their profile of controls.
What advice would you give to aspiring disability tech entrepreneurs?

My biggest piece of advice is to build everything at every step with your users first. They should be top of mind at every step of the way and involved in those steps too. From concept and design to implementation and iteration.

If you’re building for people with disabilities, build it with as many people with disabilities as you can manage. Everyone’s experience in this world is entirely different – lean into that instead of shying away from that.

Also don’t just build a product, build a business. A proper go to market and business model that scales will help you reach your goals of impact far more than just a product will.

What does it mean to you to be part of the Remarkable community?

It means being part of a community of people who all wake up every day driven to make a difference in the world. Whether that difference be to a single person or to everyone, we’re surrounded by a group of people who want to change lives and leave a positive impact on the world.



1 Month 1 Year 10 Years
We want to be in market with our production apps that have been tested by thousands of users with varying abilities around the world to help drive further adoption by users who are excited to use these new controls. We'd like to be a household name in the world of accessibility for people with disabilities and integrated into dozens of services where we provide massive value to both our customers and our users. We want to be a household name everywhere and be a publicly traded company that the world is excited to root for while we continue to innovate in the ways that people interact with technology while being able to say we've already made a massive impact on the accessibility and inclusion space.
Follow Enabled Play on social media