Are We Really “Consuming” Digital Media?

Mary Meeker’s annual internet trends report is out. As always, it’s essential reading for anyone involved in technology.

One trend highlighted in this year’s report caught my eye: We’re spending more time than ever online. In 2008, U.S. adults spent an average of 2.7 hours online every day. In 2017, it was 5.9 hours per day — more than twice as much. To put this into perspective, this means we’re spending on average close to a third of our waking hours online. That’s a lot of time.

What are we doing with our time online? I’ve seen the press describe it as “digital media consumption.” But is “media consumption” what’s really going on here? I doubt it. My sense is the phrase is a carryover from the world of television, where viewers were indeed passive.

Except for watching video (which admittedly is an important online activity for many), the things we do online are active: we work, shop, learn, gossip, and play there. To frame our online activity as “media consumption” is to do violence to the role information environments play in our lives.

Approaching the design of most online experiences with the expectation that they will be “consumed” borders on malpractice. We’re making places with information. We don’t consume places; we inhabit them. It’s time we start designing them for inhabitation, not consumption.