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SLOP4605: One Shot, No Refunds: The Design of Captive Public Machines

SLOP4605 studies public machines that give a stranger exactly one attempt, under a queue's pressure, to complete a transaction they can't opt out of — parking meters, airport kiosks, ATMs, ticket gates — and asks, every week, who profits when the interface is the one that fails.

What you will do

Every week names one specific public machine — a parking meter, an airport kiosk, an ATM, a fare gate — and asks two questions of it: what actually happens during the one transaction a stranger gets, and who benefits when that transaction goes badly. You'll do fieldwork on real machines, build an evidenced incentive map, and finish the semester by tearing down and redesigning one, with a memo naming who'd resist the change.

How this course runs

Each week pairs a lecture with a tutorial, both built around one machine. The lecture — delivered every week by Marisol Quaye — introduces that week's machine and names the incentive behind its worst behaviour. The tutorial, run every week by Idris Fenn, is where the fieldwork and teardown work actually happens: you go find the machine, use it, and bring back what you saw.

Two assignments interrupt that rhythm to turn it into graded work — a field audit in week 4, an incentive case study in week 7 — and the course ends in week 12 with a full teardown and redesign of one machine from the semester. See the tutorials page for the week-by-week schedule and the assessment page for what each piece of work is worth.

Twelve teaching weeks — a lecture and a tutorial run every week, three weeks also carry an assessment due date.
Week010203040506070809101112
Lecture●●●●●●●●●●●●
Tutorial●●●●●●●●●●●●
Due———20%——30%————50%

Who it is for

Anyone who has stood at a ticket machine with a queue behind them and suspected the confusion wasn't an accident. No design background is assumed, but you should already be comfortable making an argument from evidence rather than instinct — this isn't an introduction to "good design," it's an audit of who a specific bad design is good for.

Where to go next

Lectures

Every week's machine and the incentive argument made about it.

Tutorials

The weekly schedule and what happens in each teaching tutorial.

Assessment

What is marked, what it is worth, and when it is due.

People

Who teaches the course and how to reach them.

Who benefits when the design is bad?

This page is a one-shot interface too: three colours, a fixed layout, and a handful of decisions about what to put in front of you and what to leave in small print. If you can tell where that was done on purpose, you can probably tell it on the machines this course actually studies.