Missional by Design · The practice
Feed the flock, not on it
Attention, time, devotion and money are entrusted, not harvested. Ask for them honestly, never through guilt, fear, urgency or a promise.

From the calling
Scripture and tradition
“Woe to the shepherds of Israel, who only feed themselves! Should not the shepherds feed their flock?” (Ezekiel 34:2). “Feed My sheep” (John 21:17). “Each one should give what he has decided in his heart to give, not out of regret or compulsion” (2 Corinthians 9:7).
Praxis asks builders to make “what people want to want”, instead of products that appeal to “our most self-centered, lonely, addictive tendencies”. FaithTech names the tools of the reckless posture: “Dopamine loops, infinite scrolling, doomscrolling, echo-chamber, and engineered dependencies”. faith.tools asks that any cost be “very clear”.
Sources: The Redemptive Business playbook: products · The FaithTech Playbook · faith.tools selection criteria
What it rules in, and out
In
- Reminders the person sets; streaks that can be switched off; a return without shame
- Gifts that start at no amount; prices that say what they pay for
- An honest free allowance, and a subscription that is easy to end
Out
- Broken-streak warnings marked urgent
- “We miss you” in a persona’s voice
- Preselected tiers and added tips; asks after a prayer request
- Weekly plans, hidden renewals and hard cancellation
What the maker gives up. The daily users, conversions and revenue that pressure would bring.
Qualification. Asking is not wrong: the church has always supported those who serve the word, and a chosen rhythm can help. The line is crossed when the ask uses guilt, fear, a moment of need or God’s name.
Test a design
Does this serve growth in faith, or only the usage numbers?
- Freedom or anxiety?
- Would someone who was short of money, or grieving, feel pressed by this screen?
Worked out in the deep dives
Every pattern tagged with this principle
- Reading plans
- Notifications and reminders
- First use
- Recall is optional and specific
- Progress and streaks
- A flexible reading rhythm
- Return without shame
- Reflection beyond completion
- Reminders under user control
- Game elements serve a chosen learning task
- Resume without catch-up pressure
- Speech and ambience have separate controls
- Giving and offerings