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.

R3: New digital communities

Challenge 3

About this process

Initial version of the challenge

At the starting point, the challenge seems to be based on a concern about the harmful effects of certain digital dynamics: disinformation, social pressure, misleading content, ideological influence, discomfort and a feeling of lack of help. The initial concern is not yet formulated as “designing new communities”, but rather as a criticism of how many of the existing communities work.

Reformulation after collective work

As the analysis progressed, the group reformulated the challenge in a much more structural way. The problem was no longer simply that “there is fake news on the internet” or that “networks generate pressure”, but was understood as a question of community infrastructure: which communities are made possible by current platforms, under which rules, with which biases, at the service of whom and with what consequences for those who participate in them.

In this reformulation, the central question is no longer just how to protect oneself from harmful content, but how to create different digital communities: less biased, less oriented by market interests or ideology, more critical, more verifiable and more capable of connecting people with each other in a meaningful way.

The dramatized scene reinforces this change in focus. There, the problem is not just that a young woman spends time watching trends, but that she remains in a spectator relationship: she observes plans, references and possibilities, but fails to convert them into real social experience. The challenge then shifts from “seeing things” to “being able to be part of something”.

Key shifts

  • From “social network” → to community infrastructure

  • From content problem → to design, governance and mediation problem

  • From trend consumption → to building membership and encounter

  • From following influencers → to finding people with shared interests

  • From interest-driven platforms → to spaces with verification, criterion and care

  • From digital connection → to activating real social interactions

🎭 One scene, one question: What needs to be changed?

2
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Reference: OS-PART-2026-02-149