Brynn Putnam's Board: Revolutionizing Game Night with Together-Tech (2025)

Ready to reclaim game night? Brynn Putnam, the visionary behind the $500 million Mirror success story, is back, and this time she's tackling the digital age's biggest challenge: bringing us back together. Her latest venture, a digital-meets-physical game console called Board, is designed to spark connection and laughter, face-to-face, in a world dominated by screens.

Putnam's journey began with Refine Method, a boutique fitness studio. It was here, observing the motivational power of mirrors, that the idea for Mirror was born. She saw how seeing oneself could fuel motivation, a concept that led to the creation of the interactive fitness device. Mirror quickly became a sensation, generating $150 million in revenue before Lululemon acquired it for a staggering $500 million in 2025. But even with that success, Putnam felt a shift within herself.

"Mirror was about motivating the self," she says. "But I kept wondering: What about everyone else in the room?"

And this is where Board comes in. Putnam calls it "together-tech"—technology that invites people into a shared presence instead of pulling them deeper into personal distraction. In a world where families often sit side-by-side, each lost in their own screens, Putnam envisioned a solution. With two children of her own, she decided to build something new. Board is a screen designed to sit at the center of a table, a shared playground where hands, objects, and gestures all become part of the play. It's a screen that brings people together.

But here's where it gets controversial... In a world saturated with digital distractions, can a game console truly compete? Board launches with 11 original games, ranging from quick mini-games to longer collaborative quests, all designed for simultaneous, shared play. These games are built from scratch, meant to be short, spontaneous, and designed for everyone in the room. Putnam's vision is to revive the joy of playing side by side and create a platform that makes gaming accessible and inviting for everyone.

Early feedback has been overwhelmingly positive. Testers have described the experience as "surprisingly emotional," with parents witnessing their children laughing together like never before. Board is more than just a product; it's a creative platform. Putnam's team is developing tools that will allow anyone, especially children, to create their own Board games, transforming players into designers.

What sets Board apart? Firstly, its 24-inch screen is designed for shared viewing. Secondly, it recognizes unlimited touch points, unlike tablets. Finally, the gameplay is designed for simultaneous play, fostering interaction and collaboration.

Board's initial game lineup includes a diverse range of experiences, from fast-paced mini-games to longer collaborative quests, all designed by award-winning designers. These games offer competitive and cooperative modes, solo to unlimited multiplayer options, and span various genres. At the heart of Board is its advanced piece technology, which replaces traditional controllers with real-world objects that players use to slice, pour, push, or build—blending physical and digital play in a way that’s intuitive and joyful for all ages.

What do you think? Is Board the answer to our tech-induced isolation, or just another gadget? Do you agree with Putnam's vision of "together-tech"? Share your thoughts in the comments below!

Brynn Putnam's Board: Revolutionizing Game Night with Together-Tech (2025)

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