This space is part of the [SoReDI COP] Reconfiguring digital society through youth experience superspace.

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A participatory process is a sequence of participatory activities (e.g. first filling out a survey, then making proposals, discussing them in face-to-face or virtual meetings, and finally prioritizing them) with the aim of defining and making a decision on a specific topic.

Examples of participatory processes are: a process of electing committee members (where candidatures are first presented, then debated and finally a candidacy is chosen), participatory budgets (where proposals are made, valued economically and voted on with the money available), a strategic planning process, the collaborative drafting of a regulation or norm, the design of an urban space or the production of a public policy plan.

R2: Care design and digital autonomy

Repte 2

About this process

Initial version of the challenge

At first, the problem seemed to be posed mainly as a difficulty in concentrating and regulating the use of the mobile phone. The dramatized scene and several post-its indicate this initial framework: a person who wants to study, who feels that he cannot cope, who looks at his mobile phone "for a moment" and gets lost in messages, notifications or content. In this first reading, the challenge appears closely linked to ideas such as distraction, lack of concentration, procrastination or dependence.

Reformulation based on collective work

As the analysis progressed, the challenge was reformulated in a much more structural way. The difficulty in concentrating was no longer seen simply as a lack of discipline, but came to be understood as the result of an environment designed to constantly interrupt, retain and stimulate. In this context, the attention economy is not explained solely by “mobile phone overload”, but by living in an ecosystem that favors endless movement, rapid consumption, immediate response, pressure to produce and the constant occupation of mental time.

Thus, the challenge extends in several directions. It is no longer just about how much time is spent in front of a screen, but how this time is structured: fragmented, accelerated, emotionally charged and optimized so that it never ends. Nor does it affect only leisure time. It is widely recognized that the problem extends to areas such as study, sleep, physical presence, conversation and the very possibility of maintaining silence or sustained attention.

Key Movements

  • From personal distraction → to systemic attention capture

  • From “I have no discipline” → to environments designed to interrupt and retain

  • From digital entertainment → to the political economy of retention

  • From screen time → to a reorganization of study, rest and connection

  • From individual mobile phone use → to social fragmentation, pressure and collective exhaustion

🎭 A scene, a question: What needs to change?

2
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Reference: OS-PART-2026-02-148