The right tools for the group and the moment, no more and no less. Without fit, members feel overwhelmed or underwhelmed.
Chapter 07 · Pillars · Connected
Feel
People don't leave organizations. They drift away from ones that stopped feeling like home.
Does the space feel like home?
01 · What breaks without it
Digital spaces were built for attention and meetings, not belonging.
Since 2020, many members have grown wary of commitments that require showing up in person. At the same time, they're worn out by video calls, and their phone has become the center of their attention. So organizations move more of their life online, into group chats and video meetings, and wonder why participation keeps thinning.
The tools aren't neutral. Video fatigue is a design problem, not a people problem. Stanford researcher Jeremy Bailenson traced it to four causes: constant close-up eye contact, staring at your own face, being stuck in one spot, and the extra effort of reading cues through a screen. Group chats have the opposite problem. They're always on and never personal, so members mute them.
Sociologist Ray Oldenburg called the barbershop, the corner café and the neighborhood diner "third places": the spaces between home and work where community happens. They quietly do jobs that most digital spaces drop:
| What in-person space does | What most digital space does instead |
|---|---|
| Ambient presence. You see who's around without having to talk. | Binary: offline, or on a call. |
| The edge of the room. You can listen before you join in. | Post, or be invisible. |
| Easy in, easy out. Drift in, slip out. | Joining a call is a commitment; leaving is conspicuous. |
| Small circles. A room of 60 splits into tables of five. | One thread of 300 messages. |
| Recognition. People notice you came and remember you. | Contributions scroll away. |
| Rhythm. Rituals, seasons, a before and an after. | An endless "now." |
| Invitation. "Come by if you can." | Notifications that summon and guilt. |
That gap is the third F: fatigue. Members don't stop caring. They stop opening the app.
02 · What good looks like
Don't copy the room. Do what the room does, plus what only digital can do.
Imitating in-person space with avatars, virtual rooms and headsets has been tried, and most groups haven't stuck with it. The goal isn't to make a phone feel like a building. It's to meet the same human needs the building meets, in a form that fits in a pocket, and to make the next in-person gathering more likely, not less.
Research on community points to the same needs. Psychologists David McMillan and David Chavis proposed four elements of a sense of community: membership (I belong here), influence (I matter here), fulfillment of needs (I get something here) and shared emotional connection (we've been through things together). Feel is about the first and the last.
The five-second arrival test
Walking into a space should feel like walking into a room full of your members. Within five seconds, a member should know:
- Who's hereFaces and presence, before anyone posts.
- What's happeningWhat's live, and what's coming up.
- What's for meWhat changed since I was last here, and anything that involves me.
- That I can just hang outNo pressure to post, join a call or reply.
Connected elementGetting members to "what's for me" without hunting is the job of 06Flow. Feel is how that arrival feels; Flow is how it works.
It has to fit before it can feel right
A space can't feel like home if it doesn't fit. Give members every feature on every screen and they're overwhelmed. Leave out what they need and they're underwhelmed, and drift back to the apps they already know. When the tools match the group, its stage and the moment, the space feels made for you: tailored, not off the rack.
Connected elementHow a space adapts to its members is covered in 05Fit.
Digital communing
To commune is to share closely with others. A meeting is attending; communing is connecting. Healthy spaces give members several ways to commune, and follow one rule: the more private the act, the less it shows.
| Way to commune | Who | Feels like | Others can see |
|---|---|---|---|
| Pass a note | 2 people, in chat | Passing a note in class | Nothing |
| Whisper | 2 people, by voice | Leaning over to someone | Nothing |
| Mingle | 2 to 5, members choose | Chatting before things start | That a group exists, and who's in it |
| Huddle rounds | 2 to 5, host assigns | Tables at a banquet | Groups and who's in them |
| Breakout | Any size | Stepping into another room | Rooms and counts |
A meeting as a sequence of moments
The best in-person meetings aren't one long agenda. They have a shape. Online meetings can have the same one:
- BeforeMingleMembers form small groups on their own. Nobody is pulled in automatically; members accept or decline an invite.
- StartCall to orderThe host ends side conversations and brings everyone into the main room.
- DuringHuddle roundsThe host sets group size, a prompt and a timer. Rounds can shuffle so members meet someone new.
- AfterReport backOne group at a time gets the mic to share with the whole room.
Fade the room, don't cut it. Inside a huddle, members hear their group clearly and the main room as a quiet murmur, like a table in a busy hall. The host's voice always cuts through ("two minutes left"). Anyone can sit out a round with one tap.
Cues that show a space is alive
Connected elementWho and what reaches a member, and when, is part of how communications move in 06Flow.
03 · How BigTopa delivers it
Communing is built into the space, not bolted on.
Each feature maps to a job the room used to do.
- WhisperA private voice aside during a meetup, without leaving the meeting.
- PeekSee who's in a meetup, and what's happening, before you join.
- Breakout roomsSeparate rooms for larger groups during a meetup.
- Pass a noteA private note to one person, inline in the chat, that turns into a direct message with one tap.
- Mingle and huddle roundsSmall groups inside the meeting, member-chosen or host-assigned, with prompts, timers and shuffles.
- Presence and talking cuesAvailable, busy or away, plus who's talking now, everywhere in the space.
- Arrival recap"Since you were last here": what changed with your people, in five seconds.
- Signal MixerMute, pause, digest or elevate any space, person or topic, right from a message.
Safety is part of feel. Notes, whispers and huddles can be reported to moderators. Huddles are never recorded unless everyone agrees. In spaces with members under 18, private one-on-one features between adults and minors are turned off. The rules behind this live in 02Process.
04 · Ask yourself
Questions for your leadership team.
- When a member opens your group chat, can they tell who's around without anyone posting?
- When did a member last have a real one-on-one conversation at one of your virtual meetings?
- How many members only show up for the one big event of the year?
- Can a member say something privately in the moment, without leaving the conversation?
- How many members have muted your main chat? If you don't know, that's an answer too.
- Is there a ritual members can count on, weekly, monthly or each season?
05 · One signal to watch
Monthly gathering rate.
The share of members who take part in at least one gathering a month, online or in person: a meetup, a huddle, a service day, a watch party. Track it monthly. If it rises while your big-event attendance holds, members are connecting between events, not just at them.
It measures what McMillan and Chavis call shared emotional connection: the things members have been through together. Tracking it month over month, and acting on what it shows, is the job of 08Intelligence.
Connected elements
Feel doesn't stand alone.
Members arrive at what matters in seconds, and communications reach them as invitations rather than summons.
Clear rules and fair moderation make members feel safe enough to relax, talk and stay.
Sources
- Bailenson, J. N. (2021). Nonverbal overload: A theoretical argument for the causes of Zoom fatigue. Technology, Mind, and Behavior, 2(1).
- McMillan, D. W., & Chavis, D. M. (1986). Sense of community: A definition and theory. Journal of Community Psychology, 14(1), 6–23.
- Oldenburg, R. (1989). The Great Good Place. Paragon House.