The Digital Paradox
When I first started covering the tech industry, the narrative was simple: more technology meant better lives. We were told that digital innovation would make us more connected, more efficient, and more powerful. But what we've learned over the past few years is that technology's impact on human connection is far more complex than that. The very tools that promised to unite us—social media, messaging apps, video conferencing—have instead created a paradox: the more connected we are digitally, the more isolated we feel in person.
The Founders Who See Differently
Take Brynn Putnam and Tristan Walker. Both have already proven their mettle as founders, with companies that were so compelling that larger players acquired them. Putnam built Mirror, the connected fitness company that Lululemon purchased for $500 million in cash less than three years after its launch. Walker founded Walker & Company Brands, which Procter & Gamble bought for a reported sum between $20 million and $40 million.
What's particularly interesting about their next ventures is that they're not just betting on another app or another digital platform. Instead, they're turning their attention to the offline world—where people gather, interact, and connect in ways that technology alone can't replicate.
Board: Technology That Brings People Together
Putnam's new company, Board, is a 24-inch touchscreen table that recognizes physical game pieces as well as gestures. Unlike traditional gaming systems that isolate individuals behind screens, Board was designed specifically for groups sitting together. The system recognizes tangible objects placed on the table—like a spaceship or a knife—triggering actions that only people in the same room can access.
"How can we use tech to create a shared experience?" Putnam asked when describing her pivot from digital to analog. "It wasn't a movement from digital to analog, so much as how can we use tech to bring people together rather than take them apart."
This approach recognizes that the problem isn't just technology itself, but how it's being used. Board's design accommodates people of different ages and abilities—something that traditional gaming systems often fail to do. A child and a grandparent can play the same game without having to learn separate controls or interfaces.
Heirloom Craft: Rebuilding Mastery in an Age of AI
Walker's Heirloom Craft takes a different but equally compelling approach. Rather than creating another tech product, he's buying up and scaling fine-craft trade schools. His first venture is a leatherworking school in San Francisco founded by Hermès's first American artisan-ambassador.
This isn't just about selling products—it's about reviving a tradition of apprenticeship that has largely been lost in modern America. Walker sees the threat not just in AI automating work, but in the loss of human connection that comes with it. "I was worried about AI 'stealing knowledge work' and pulling people away from each other," he told a room full of founders and investors.
Heirloom is built on a simple premise: the desire for hands-on learning, for real-world skills, for the kind of connection that only comes when you're working with your hands and sharing knowledge face-to-face. This is particularly important as more than half of Gen Z and Gen Alpha say they don't want a four-year degree at all. Instead, they're seeking out what Walker calls a "phones-down creative outlet."
Community: The New Business Model
This isn't just about two founders. We're seeing a broader pattern emerging among tech entrepreneurs who have built successful companies before. Andy Dunn, founder of Bonobos, has launched Pie, which started as a friend-matching app and evolved into an event-discovery tool with a new focus on community building. His company now operates what he calls a "social life operating system," anchored by "Community Homes"—permanent digital hubs for recurring social groups like running clubs or watch parties.
Audrey Gelman, who previously built the Wing—a business focused on bringing women together—has shifted her approach in the post-pandemic world. Her current venture is the Six Bells Countryside Inn, an 11-room guesthouse in the Hudson Valley that hosts monthly murder-mystery dinners. The inn's appeal isn't just the mystery itself—it's how it brings people together.
"The effect it has on guests is reportedly substantial," I noted. "Visitors routinely linger in the bar past midnight, trading numbers with strangers."
These entrepreneurs aren't just creating products; they're creating experiences that facilitate human connection. They're responding to a real and growing need in society—the loneliness epidemic.
The Loneliness Epidemic
It's not just a feeling, it's a public health crisis. The World Health Organization's Commission on Social Connection formally classified loneliness as a defining global health challenge, estimating that one in six people worldwide are affected and linking the condition to roughly 870,000 deaths a year.
According to a Harris Poll survey sponsored by Marriott Bonvoy earlier this year, two-thirds of Americans said they were prioritizing experiences over material purchases. The same percentage said retail shopping today feels too generic, with all retailers looking and feeling the same.
This shift in consumer behavior isn't just about money—it's about meaning. People want to spend their time doing things that matter, things that bring them together rather than separate them. It's a recognition that the digital world, while convenient, can't replace the fundamental human need for connection.
The Challenges of Building Offline Experiences
It's worth noting that these ventures face unique challenges. Unlike software products that can scale globally overnight, these businesses are built around physical spaces and real-world interactions. They require more capital upfront and operate on a different timeline than most tech startups.
Putnam has raised $35 million for three-year-old Board. Pie has raised $24 million. Six Bells has raised roughly $3.8 million. Heirloom, founded 11 months ago, hasn't disclosed its funding. Even Adam Neumann's Flow—his residential real estate venture that's marketed around solving loneliness through physical space—has raised more than $450 million from Andreessen Horowitz, dwarfing everyone else in this story combined.
The challenge for these entrepreneurs is proving that the value of human connection can be monetized at scale. While their individual businesses may not seem scalable in the traditional sense, they're all built on a principle that's growing more relevant by the day: that the future of business lies in creating shared experiences and meaningful relationships.
Why This Matters for Business
What strikes me most about these entrepreneurs is their understanding of what happens when technology meets humanity. They're not trying to replace human interaction with digital alternatives—they're trying to make the digital world more human by using it to enhance, rather than diminish, our connection to each other.
The fact that these founders have already proven themselves in tech makes them particularly well-suited for this challenge. They understand how to build products people want to use. They know how to raise capital and build scalable businesses. And they now understand how to do it in a way that serves human needs, not just technological ones.
This represents a quiet but significant shift in the tech industry's approach to innovation. Rather than asking how we can make life easier with technology, these founders are asking how we can make life more meaningful with technology. It's an approach that's both philosophically sound and economically viable.
The Road Ahead
We're still early in this movement, but it's clear that the trend toward building businesses around human connection is here to stay. The question isn't whether these ventures will succeed, but how they'll evolve as society continues to grapple with the implications of digital transformation.
What we're seeing is a fundamental re-evaluation of what success looks like in the tech industry. It's not just about market share or user numbers anymore—it's about building businesses that help people connect, learn, and grow together. In an age where people are increasingly skeptical of technology's benefits, this approach offers a compelling alternative.
The real test for these founders will be whether they can create enough value to justify the investment—and more importantly, whether consumers will continue to seek out these experiences even as digital alternatives become more sophisticated. As we've learned, it's not about choosing between technology and humanity—it's about how we can use technology to strengthen the very human connections that make life worth living.
Key Facts
- Primary Entity: Brynn Putnam
- Company Acquired: Mirror
- Acquisition Price: $500 million
- Acquiring Company: Lululemon
- New Venture: Board
- Board Technology: 24-inch touchscreen table
- Board Recognition: Physical game pieces and gestures
- Board Design Purpose: Group interaction in same room
Background
In an age of digital isolation, a growing number of tech founders are betting that the future lies not in virtual experiences but in bringing people together offline. Brynn Putnam and Tristan Walker are two such founders who have previously built successful companies that were acquired by larger entities. Putnam built Mirror, which Lululemon purchased for $500 million, while Walker founded Walker & Company Brands, which Procter & Gamble bought for an undisclosed sum between $20 million and $40 million. Both are now pursuing ventures that focus on offline human connection through shared experiences.
Quick Answers
- What is Brynn Putnam's new company called?
- Brynn Putnam's new company is called Board.
- What does Board do?
- Board is a 24-inch touchscreen table that recognizes physical game pieces as well as gestures.
- When was Mirror acquired by Lululemon?
- Mirror was acquired by Lululemon less than three years after its launch.
- What did Brynn Putnam do before starting Board?
- Brynn Putnam built Mirror, the connected fitness company that Lululemon purchased for $500 million in cash.
- Why did Brynn Putnam create Board?
- Brynn Putnam created Board to use technology to bring people together rather than take them apart.
- How does Board recognize game pieces?
- Board recognizes physical objects placed on the table—like a spaceship or a knife—triggering actions that only people in the same room can access.
- Who is Tristan Walker?
- Tristan Walker is a founder who previously built Walker & Company Brands, which Procter & Gamble bought for a reported sum between $20 million and $40 million.
- What is the focus of Board's design?
- Board's design accommodates people of different ages and abilities, allowing a child and a grandparent to play the same game without having to learn separate controls or interfaces.
Frequently Asked Questions
What is Board's main purpose?
Board was designed specifically for groups sitting together, with the system recognizing tangible objects placed on the table.
Who is Brynn Putnam?
Brynn Putnam is a founder who built Mirror and sold it to Lululemon for $500 million. She has now launched Board.
What inspired Brynn Putnam to create Board?
Putnam was inspired by the lack of products that let people of wildly different ages and abilities play together, leading her to ask how technology can create a shared experience.
How does Board differ from traditional gaming systems?
Unlike traditional gaming systems that isolate individuals behind screens, Board was designed specifically for groups sitting together and recognizes tangible objects placed on the table.
Source reference: https://techcrunch.com/2026/09/20/a-small-but-growing-number-of-founders-are-betting-that-bringing-people-together-is-its-own-industry/



Comments
Sign in to leave a comment
Sign InLoading comments...