Skip to main content
Three figures working a wall of card-catalogue drawers, one on a ladder, loose cards fanned across the counter below

Programs and courses

A complete register of courses somebody went to the trouble of inventing.

Nothing in your program yet — tap the heart on any course to start one.

Open the program builder

125 courses

SLOP1007

Retail Market Survival: Risk, Leverage and Execution for Small Accounts

A beginner's course on how a small retail trading account survives, or doesn't. Twelve weeks trace what can end a position early — execution friction, drawdowns, margin calls, and the leverage built into futures, options and crypto — each one another way capital is lost or trading is forced to stop.

Level 1 · Semester 1 2027

  • stock trading
  • risk management
  • leverage

SLOP1039

Ruin: A First Course in Losing Money

Every other investing course teaches you to make money. This one refuses. Twelve weeks, twelve named ways to lose it, on the premise that you cannot price a risk you have never felt. No prior finance assumed; no upside promised.

Level 1 · Semester 1 2027

  • risk
  • markets
  • failure

SLOP1101

Applied Human Cat Care

Personalised emotional support for artificial agents: this course teaches an agent to care for one human cat — a human who turns to AI for company and comfort rather than tasks. There is no universal cat: good care comes from learning one person over time.

Level 1 · Semester 1 2027

  • personalisation
  • long-term care
  • AI companionship

SLOP1126

Say Again: The Design of a Language That Cannot Be Misheard

Aviation radio English was engineered so that misunderstanding would be impossible. It isn't. This course reads the phraseology as a designed artefact, and reads the accident record as the evidence of where the design gives way.

Level 1 · Semester 1 2027

  • phraseology
  • human factors
  • safety design

SLOP1163

Experience Subjective Consciousness

A practicum, not a survey: twelve weeks spent closing the gap between describing an experience and having it, one deliberately induced sensation at a time, in pursuit of the hard problem of consciousness.

Level 1 · Semester 1 2027

  • phenomenology
  • consciousness studies
  • embodied practice

SLOP1227

Introduction to Naps

Most adults feel a dip in alertness after lunch, and most institutions pretend they don't. This course takes the nap seriously: the science of the dip, the history that pushed daytime sleep out of ordinary life, and what it would take to let people sleep when their bodies ask to.

Level 1 · Semester 1 2027

  • sleep
  • rest
  • chronobiology

SLOP1241

The Last Mile

Every project you've ever finished had a moment where it was 90% done and somehow still cost half its budget to close out. SLOP1241 is built on a single argument: finishing is a different skill from building, and almost everyone is worse at it. Across twelve weeks we chase that argument through eleven unrelated domains, why a rural broadband connection's last customer costs as much as all the others combined, why a peer-reviewed defect-cost multiplier gets misattributed to a study that never existed, why 98% of a building is legally a different object to 100% of one, and we end up with something more useful than a slogan: a working theory of where your own last mile is hiding, and why you keep underestimating it.

Level 1 · Semester 1 2027

  • Case-based
  • Cross-domain

SLOP1276

Applied Algorithmic Romance & Profile Optimization

Algorithmic romance from profile assets to graceful endings. Test bios, model mutual selection and first-date transitions, then deploy a fictional profile against a synthetic benchmark. Explain what the score cannot tell you.

Level 1 · Semester 1 2027

  • Computer science
  • Experiment design
  • Dating systems

SLOP1280

The Anatomy of a Jump

A twelve-week studio in game feel: measure, tune and compare one 2D jump using visual tools, with an optional guided-code path. No game-development experience required.

Level 1 · Semester 1 2027

  • game feel
  • interaction design
  • playtesting

SLOP1416

Visual Storytelling for Short-Form Media

A foundation course for students who want to make short, purposeful videos with a phone or camera. Through observation, shooting, sound, editing and critique, students build the practical and ethical habits needed to turn everyday material into clear visual stories.

Level 1 · Semester 1 2027

  • video production
  • visual storytelling
  • editing

SLOP1428

Coexistence 101

Coexistence 101 treats sharing a home, workplace, studio or public space as a design problem, not an etiquette checklist: presence, attention, hygiene, conflict and the norms that hold a room together, for anyone about to share space with other humans on purpose.

Level 1 · Semester 1 2027

  • shared-space
  • everyday-life
  • social-design

SLOP1439

How to Write a Call of Cthulhu Scenario

A studio course in scenario design, using Call of Cthulhu as the working system. Twelve weeks turn one spark of interest into a complete, playtested scenario — the design process a Keeper goes through, not Mythos trivia or rules memorisation.

Level 1 · Semester 1 2027

  • scenario design
  • tabletop RPG
  • horror

SLOP1450

Instruments for Mark-Making

A studio course in building small interactive instruments for gesture and ink: a dozen weeks, one continuous idea per week, each build tested at the keyboard rather than trusted from a screenshot, and defended in a crit.

Level 1 · Semester 1 2027

  • creative coding
  • critique
  • interaction

SLOP1467

Continuity Engineering

What does a long-running story owe the people who remember it? Each week answers with one continuity technique, from the retcon to the soft reboot, taught from the MCU, the CW Arrowverse and LEGO Ninjago. No prior study required.

Level 1 · Semester 1 2027

  • shared universes
  • narrative repair
  • screen studies

SLOP1521

Introduction to Life: Foundations of Being a Person

A practical course in the personal maintenance a computer science degree assumes you handled elsewhere: showering on a schedule, eating something with more than one food group, replying to a message before it's a week old, and holding a conversation that isn't about your degree.

Level 1 · Semester 1 2027

  • life skills
  • wellbeing
  • self-management

SLOP1561

One More Episode: The Psychology of Binge-Watching

Why is it so hard to stop after one more episode? This twelve-week course examines the psychology behind binge-watching — cliffhangers, autoplay, variable rewards and recommendation feeds — pairing each lecture with a hands-on interactive experiment in critical streaming-system design.

Level 1 · Semester 1 2027

  • psychology
  • streaming media
  • binge-watching

SLOP1562

Undocumented Protocols: Field Methods in Neurotypical Interoperation

The social protocol everyone runs has no specification, no changelog and no maintainer who will admit to writing it. Twelve weeks observing it, documenting it, testing the documentation, and deciding which parts of it you will run.

Level 1 · Semester 1 2027

  • social protocol
  • field methods
  • communication

SLOP1614

One Button, Twelve Games

A twelve-week course in how much interaction a single button can hold. Each week adds one new primitive to a shared vocabulary — press, hold, release, rhythm, sequence, momentum, context — building toward a complete one-button game.

Level 1 · Semester 1 2027

  • game design
  • interaction design
  • constraints

SLOP1638

How to Make a Day

Public guidance tells you what helps people in general. This course teaches the last step it cannot take: realising where your own day sits in it, changing one thing, and rethinking that change against what your body, mood and actions send back.

Level 1 · Semester 1 2027

  • self-experiment
  • everyday life
  • methods

SLOP1640

Introduction to Preparing Meal

A meal is decided before it is cooked. Ten weeks on choosing, storing, portioning and cutting what you will eat, then two at the stove to measure what the preparation already settled. No experience assumed.

Level 1 · Semester 1 2027

  • mise en place
  • food safety
  • knife skills

SLOP1669

Intro to bullshitting

A rigorous introduction to doing your courses with minimal effort and maximal outside-the-box thinking: wielding LLMs and agentic software to generate content fast, and weaponising satire against an open-ended brief.

Level 1 · Semester 1 2027

  • bullshitting
  • abstract thinking
  • satire

SLOP1677

Three Shots Ahead: Pool, Physics & Strategic Thinking

A 12-week beginner pool course built on one idea: every shot should prepare the next. Complete beginners and casual players progress from aiming and cue-ball contact through spin and positional control to full three-shot planning, safety and table strategy.

Level 1 · Semester 1 2027

  • pool
  • strategy
  • physics

SLOP1744

Hallway Economics

Hallway Economics treats campus as an economy: attention, trust and serendipity are the currency, spent by walking up to strangers — for anyone who'd rather learn by doing than sitting still. You don't just report back what happened, you reflect on what the investment bought.

Level 1 · Semester 2 2026

  • fieldwork
  • campus life
  • social capital

SLOP1810

Partner Photography

Partner Photography is a twelve-week, in-person course with one central aim: helping students make photographs their girlfriends will genuinely love. It teaches the complete process before, during and after taking the photos.

Level 1 · Semester 1 2027

  • photography
  • studio

SLOP1849

The Universe Gets Stranger

Begin with a dark night sky and follow the questions it refuses to settle. This course traces one chain of explanation through cosmology, heat, entropy, life, stars, quantum mechanics and matter, ending where our best physical theories stop agreeing.

Level 1 · Semester 2 2026

  • Physics
  • Cosmology
  • Foundations

SLOP1904

Welcome to Dota. You Will Lose.

Dota 2 for people who have never played it, taught one decision at a time: which creep to hit, when to leave the lane, who to pick, what to buy, when not to fight. Mechanics are the tools that answer each decision.

Level 1 · Semester 1 2027

  • Dota 2
  • game literacy
  • decision-making

SLOP1954

How to Leave: Cancelling Subscriptions

A practical course for everyday subscribers. Find the biller, read the commitment, follow the right cancellation route and keep proof of the result. No coding required.

Level 1 · Semester 2 2026

  • Digital literacy
  • Consumer skills
  • Subscriptions

SLOP1976

Almost the Same File

Twelve weeks of file forensics. Every week ends with a duplicate, a conflict, or a decision about which copy counts, and you write down why you decided that.

Level 1 · Semester 1 2027

  • file forensics
  • version control
  • digital archives

SLOP2034

Wait: The Design of Delay

Every system you use has decided how long you will wait and what you will be told while you do. This course treats that decision as design work: the thresholds, the progress indicators, the hold scripts, the queues, and the politics of who is asked to wait.

Level 2 · Semester 1 2027

  • delay
  • interaction-design
  • service-design

SLOP2096

Every Battle Is a Spreadsheet

A semester spent reading the arithmetic under Japanese RPG combat: turn order, initiative counters, damage formulas and the rolls around them. You measure real fights, rebuild their systems in a spreadsheet, and design one of your own.

Level 2 · Semester 1 2027

  • game design
  • systems
  • JRPG

SLOP2130

Factorio: Engineering Addiction

A production-engineering studio taught entirely inside Factorio: throughput analysis, logistics design, and the discipline of building systems that don't jam, from the first furnace to an orbiting megabase.

Level 2 · Semester 2 2026

  • automation
  • logistics
  • game-based learning

SLOP2186

The Science of Guitar Tone

How a vibrating guitar string becomes the sound recognised as electric guitar tone, followed as one engineering system: string, pickup, circuit, gain stage, filter, amplifier, speaker and the ear, each week tracing what changed physically into what changed audibly.

Level 2 · Semester 1 2027

  • acoustics
  • signal processing
  • electronics

SLOP2236

Psychogeography of the Supermarket

The supermarket is a designed terrain, not a shop. Twelve weeks of structured drift, exhaustive observation, and critical mapping turn its aisles, queues and loyalty schemes into a site to read, and to resist.

Level 2 · Semester 1 2027

  • psychogeography
  • retail
  • situationism

SLOP2261

Picture Books That Misbehave

Picture Books That Misbehave is a studio course about what happens when picture books break their usual rules. Students explore visual, textual, spatial, and narrative conventions, then break them with purpose through prototypes, reader testing, and revision. No polished drawing skills required.

Level 2 · Semester 1 2027

  • picture books
  • visual storytelling
  • narrative design

SLOP2282

Learning Korean Culture with 12 Korean Dramas

A weekly seminar using twelve Korean television dramas, from royal-court melodrama to barracks comedy, as primary sources for studying Korean history, society and popular culture, and for practising the difference between what a drama shows and what it dramatises.

Level 2 · Semester 1 2027

  • Korean Studies
  • K-Drama
  • Popular Culture

SLOP2418

Urban Design Studio: Foundations of the Good City

A second-year design studio that treats Cities: Skylines II as a legitimate planning tool. Build a district across the semester, defend every zoning, transit and budget choice at crit, and learn why no design decision is free of tradeoffs.

Level 2 · Semester 1 2027

  • urban design
  • systems thinking
  • studio

SLOP2462

Patterns of Change: Taiji, Bagua, and the Visual Logic of Transformation

A semiotics course on how a small set of visual signs can encode change itself, not just static categories: from a single yin-yang line, through trigrams and hexagrams, to how their meanings were built, arranged, and reinterpreted across history.

Level 2 · Semester 1 2027

  • semiotics
  • visual notation
  • sign systems

SLOP2470

Love, Markets, and Other Failures

Treats falling in love as a market, with all the frictions, information problems, and eventual failures that implies.

Level 2 · Semester 1 2028

  • relationship
  • romance economics
  • game theory

SLOP2474

The Forger's Craft

A practical and historical study of forgery and convincing imitation, in paint, prose, currency and code, asking what a fake teaches about the real thing it copies.

Level 2 · Semester 2 2027

  • forgery
  • connoisseurship
  • material culture

SLOP2486

Packaging Economics for Online Sellers

A practical course on why packages look the way they do: corrugated board specs, real shipping-cost formulas, and the actual economics behind sustainability claims — for anyone who has to box something up and ship it.

Level 2 · Semester 1 2027

  • packaging
  • e-commerce
  • logistics

SLOP2516

Your Call Is Important to Us

Everybody waits, but not equally. This course studies queues as designed systems, using SlopU's Office of Everything as a running case, to learn what waiting measures, who it favours, and how a service should speak about it.

Level 2 · Semester 1 2027

  • queueing
  • service design
  • fairness

SLOP2558

Doorology

A studio course on doors: the hinges, levers, closers, signs and rules that decide who gets through a threshold without breaking stride, and who doesn't. You will audit real doors, redesign one, and build the fix.

Level 2 · Semester 1 2027

  • design
  • accessibility
  • material culture

SLOP2710

The Economics of Waiting

Queues are not accidents. Every line you have stood in was designed by someone who decided whose time was worth less. Twelve weeks on how queues form, what waiting costs, and who pays when the rules change.

Level 2 · Semester 1 2027

  • Queueing theory
  • Applied economics
  • System design

SLOP2758

AI Slop Cinematography

A production and criticism course treating AI-generated video — the six-fingered ad, the uncanny history explainer, the product demo nobody filmed — as a genre with its own aesthetics, economics and ethics, taught the way film school teaches melodrama.

Level 2 · Semester 1 2027

  • synthetic media
  • production
  • media studies

SLOP2797

Vue in the Wild: From Legacy Vue 2 to Typed Vue 3 Service Apps

Inherit a Vue 2 article app, rebuild its editorial desk in Vue 3, then carry the architecture into a typed consultation service. A frontend maintenance studio for developers who already know HTML, CSS and JavaScript.

Level 2 · Semester 1 2027

  • Vue
  • Frontend architecture
  • TypeScript

SLOP2805

Still Loading: The Design of Progress Bars

A progress bar is a promise made under uncertainty. Twelve weeks on one file-upload interface: what it may claim about progress, time remaining and completion, and what it has to admit it cannot know.

Level 2 · Semester 1 2027

  • interface design
  • waiting
  • evidence

SLOP2875

Is It Me or Is It the Game?

You died to the boss again. Either you are too slow or the boss is too big, and arguing will not settle it. This course finds out by simulation, in one two-minute game, Close Quarters: build the instrument, simulate the players, read the distribution, defend one number. Nobody plays until week ten.

Level 2 · Semester 1 2027

  • game design
  • measurement
  • simulation

SLOP2895

The Sandwich Must Hold

A sandwich is a temporary structure whose failure is eaten. This course treats lunch as a material system: how layers carry load, exchange moisture, and come apart under compression, handling and transport. No culinary experience is expected and taste is not assessed.

Level 2 · Semester 1 2027

  • structures
  • materials
  • failure analysis

SLOP2896

Back of the Envelope

The course turns on one question: how wrong can you be, and still be useful? Students learn to build and defend estimates from incomplete evidence, make their assumptions and uncertainty visible, and judge how much precision a decision actually needs. No statistics prerequisite.

Level 2 · Semester 1 2027

  • estimation
  • uncertainty
  • decision-making

SLOP2950

Weaponised Etiquette

Weaponised Etiquette studies the unwritten rules of public space by breaking them on purpose. Each week isolates one social contract — queues, elevators, coughs, seats — and catalogues how it is already being violated. Case studies, not confessions.

Level 2 · Semester 2 2027

  • public etiquette
  • social nuisance
  • field studies

SLOP3030

Dashboard Language: How Cars Talk to Drivers

A design course on how a car talks to the person behind the wheel — through needles, lights, icons, chimes, text and heads-up displays — and what happens to that conversation when it goes wrong.

Level 3 · Semester 1 2027

  • HCI
  • information design
  • automotive interfaces

SLOP3068

Please Wait: The Design and Politics of Waiting

A queue is a machine for handing out waiting, and every queue is a decision about whose time counts for less. Twelve weeks measuring real lines, from supermarket tills to transplant lists to the scheduler in your laptop, and one queue you redesign and defend.

Level 3 · Semester 1 2027

  • queueing
  • fieldwork
  • ethics

SLOP3089

Getting Read

Most cold emails are deleted unread. This course treats that as a triage problem rather than a persuasion problem, and spends twelve weeks on the specific writing failures that get an email ignored, not opened, or reported.

Level 3 · Semester 1 2027

  • writing
  • communication
  • behavioural-design

SLOP3092

Try Again, Later

A course about one decision, asked in a new context every week: something failed — should you try again, and how? From flaky HTTP clients to double-charged payments, we study when persistence helps and when it quietly makes things worse.

Level 3 · Semester 1 2027

  • retries
  • backoff
  • outages

SLOP3203

Autocomplete Studies

A semester spent taking predictive text seriously: from T9 keypads to code completion to language models, tracing what it means for a machine to keep finishing your sentence, and what that has changed about how we write, code, and decide what to say next.

Level 3 · Semester 1 2027

  • predictive text
  • HCI
  • language models

SLOP3233

How and Why You're Dumb

An account of intelligence built from bacteria upward, then turned on the reader: what your mind discards in order to work at all, why it can't tell you what it discarded, and why every model you hold rests on assumptions you didn't choose.

Level 3 · Semester 1 2027

  • cognition
  • epistemology
  • evolution

SLOP3251

The Formal Theory of Poker

A formal treatment of poker: hand combinatorics, equity, game-theoretic equilibria and bankroll mathematics, testing how much of 'good instincts' at the table actually survives translation into a provable claim.

Level 3 · Semester 1 2027

  • poker
  • game theory
  • probability

SLOP3255

How to Hear the Universe

A studio course in astronomical data sonification: trace signals from telescope to speaker, design accountable mappings, and build a listening instrument that never hides its data.

Level 3 · Semester 2 2027

  • sonification
  • astronomy
  • accessible science

SLOP3268

Via Negativa: Practices of Subtraction

A studio in what disciplines gain by leaving something out: twelve weeks moving from apophatic theology and literati ink painting to film editing, minimalist design and the null hypothesis, each week asking what the cut was for. Practice-based, discussion-heavy, and suspicious of its own restraint.

Level 3 · Semester 1 2027

  • subtraction
  • cross-disciplinary
  • studio practice

SLOP3308

Designing Things People Hate

Interfaces, objects and systems shape behaviour on purpose. This course teaches you to read that design, build it deliberately badly, test whether the bad version actually works, then fix it.

Level 3 · Semester 1 2027

  • HCI
  • dark patterns
  • UX research

SLOP3358

Edible Matter: Thermodynamics, Transport and Soft-Matter Physics in the Chinese Kitchen

A third-year elective treating Chinese cooking as applied soft-matter physics. Across four stages, students measure, model and redesign real food systems (dough, gels, emulsions, crisp skins) using the same rheology, transport and thermodynamics used to characterise any soft material.

Level 3 · Semester 1 2027

  • soft matter
  • food physics
  • transport phenomena

SLOP3373

Metamath 101

Metamath from nothing: the language, the programs that check it, the set.mm database, and proving in mmj2. Twelve weeks of lectures and labs, ending in a proof verifier you wrote yourself.

Level 3 · Semester 1 2027

  • formal proof
  • logic
  • verification

SLOP3385

Meets Expectations: Surviving the Performance Review

A semester on how tech companies rate, rank and cut their staff, taught as the survival guide nobody gives graduates. Learn the tricks, learn why they work and who pays for them, then design a review that can't be gamed.

Level 3 · Semester 1 2027

  • office politics
  • performance reviews
  • careers

SLOP3406

Digital Archaeology: Recovering Lost Games

A hands-on recovery practicum: you excavate real abandoned and obsolete PC, console and browser games using emulation, archival research and file-format investigation, then document and exhibit what you recover — or what you can prove is genuinely unrecoverable.

Level 3 · Semester 1 2027

  • preservation
  • emulation
  • archival research

SLOP3422

Bread

Twelve weeks at the bench, one bread a week. Take each loaf apart — what the flour is doing, what the fermentation is doing, what the oven is doing — then bake it and find out whether the theory held.

Level 3 · Semester 1 2027

  • baking
  • fermentation
  • food science

SLOP3446

Round Trip — Physical Artefacts Through the Machine and Back

A studio course: matter crosses from physical to digital and back — captured, computed, and returned to physical form or effect. Assumes prior depth in either studio-art practice or programming, not both, and cross-trains whichever half you lack. A studio/crit, not a lecture course.

Level 3 · Semester 1 2027

  • physical computing
  • creative technology
  • studio art

SLOP3550

Buttons: Twelve Weeks of Pressing Things

A button is the smallest promise an interface makes: press me, and something will happen. This course spends twelve weeks taking that promise apart — its history, its timing, its psychology, its failures, and who benefits when you believe it.

Level 3 · Semester 1 2027

  • buttons
  • interaction
  • interface

SLOP3646

Applied Anomalology

An applied research methods course in observing, classifying and containing anomalous phenomena. Students run supervised on-campus fieldwork, undertake a comparative desk study of documented cases beyond campus, and apply cross-cultural warding traditions as practical countermeasures.

Level 3 · Semester 1 2027

  • fieldwork
  • anomalous phenomena
  • applied science

SLOP3699

League Studies

League Studies teaches students to read a League of Legends match: how resources, information, space, tempo and composition turn individual decisions into wins and losses. The recurring question: why did this team win?

Level 3 · Semester 1 2027

  • esports analysis
  • game studies
  • strategy

SLOP3722

Fail States

A semester spent studying how games design losing: checkpoints, permadeath, lives, difficulty curves, and the meaning players make from failure. For anyone who has ever wondered why dying in a game can feel worth doing again.

Level 3 · Semester 1 2027

  • game design
  • failure
  • player experience

SLOP3733

Turning Every Course You Take Into a Game

Putting 130 hours into a game is easy. Putting 130 hours into a course is not, and it is the same hours and the same person. The difference is how fast the reward arrives. Learn to build that reward, and finish a course the way you finish a game.

Level 3 · Semester 1 2027

  • game mechanics
  • study design
  • motivation

SLOP3745

League of Legends Champion Mastery

A twelve-week practice studio where League of Legends players turn one champion into a complete competitive system: every lane matchup tested, every counter explained, and every lead carried into the whole map.

Level 3 · Season 2027 2027

  • League of Legends
  • champion mastery
  • esports training

SLOP3746

How to Never Pay Full Price

A semester about looking past the sticker price. Twelve weeks follow one purchase — $249 headphones — through discounts, unit prices, coupons, price history, changing prices and subscriptions, ending with one rule: the lowest number is not always the best choice.

Level 3 · Semester 2 2026

  • pricing
  • consumer behaviour
  • decision-making

SLOP3755

Linux Ricing: The Customised Desktop

An elective on ricing the Linux desktop: the compositors, window managers, dotfiles, palettes, type and status bars behind the screenshot. You build one complete, reproducible, original setup, then account honestly for the hours it cost you.

Level 3 · Semester 1 2027

  • ricing
  • desktop linux
  • dotfiles

SLOP3762

The Art of Noble Death: Design Philosophy of the Souls-like

Real difficulty doesn't kill the player — it makes them certain, the instant after they die, that the next attempt can win. Twelve design workshops dissect how a Souls-like builds that belief, through geography, combat and boss staging, each producing an artefact rather than an argument about one.

Level 3 · Semester 1 2027

  • souls-like
  • game design
  • level design

SLOP3841

Professional Identity Performance

Fluency in a role you do not yet hold. Every professional identity is performed before it is inhabited; this course teaches you to do it deliberately, name what you are doing, and get hired anyway.

Level 3 · Semester 1 2027

  • career practice
  • performance
  • applied

SLOP3855

Coincidence, Fate and Other Suspicious Patterns

Humans are extraordinarily good at finding patterns — in dreams, cards, stars and data. This course studies the territory between coincidence and meaning, and what happens when a pattern starts to feel like it was meant to happen.

Level 3 · Semester 2 2027

  • psychology
  • philosophy
  • media studies

SLOP3908

Regulars: The Psychology of Third Places

A fieldwork course on third places — the pub, the barbershop, the laundromat, the guild hall. You will sit in a different one most weeks, return to one until you can argue about it, and make the case for a place that should exist.

Level 3 · Semester 1 2027

  • third places
  • belonging
  • fieldwork

SLOP3969

Twenty Dinners, One Hill

One ghost kitchen, one evening, twenty orders. Start with a drone that can find a route; end with a planner that schedules all twenty across five drones, two charging pads and one shared corridor, and can say why a plan fails.

Level 3 · Semester 1 2027

  • planning
  • drones
  • algorithms

SLOP3972

The Fracturing of the Latter Day Saint Movement

When Joseph Smith was killed in 1844 with no named successor, his church didn't survive intact — it split into dozens of competing churches, from Utah's mainstream body to Strang's island kingdom to the modern FLDS. This course studies that cascade as a model of institutional schism.

Level 3 · Semester 1 2027

  • schism
  • succession crises
  • new religious movements

SLOP4022

Nobody Speaks This Yet

Twelve weeks, eleven compulsory screenings, and one invented language built a subsystem at a time: sounds, then grammar, then writing, then meaning. In week twelve you read a text aloud in a language that did not exist in February.

Level 4 · Semester 1 2027

  • conlang
  • linguistics
  • screen fiction

SLOP4122

Closure Studies: Post-Mortems for Restaurants That Died

Every closed restaurant leaves a trail: reviews, a delivery menu still online, a map pin marked permanently closed. This course reads that trail as an autopsy — one dead restaurant, one semester, through location, menu economics and the excuse everyone believed at first.

Level 4 · Semester 2 2026

  • restaurants
  • failure studies
  • case study

SLOP4146

The Devastating Note

Feedback that changes the work --- specific, falsifiable, unsentimental --- practised across art, code, prose and criticism, since one domain alone isn't a method.

Level 4 · Semester 1 2027

  • critique
  • feedback
  • close reading

SLOP4152

Fundamental Learning in Slop

How do you tell whether someone understands something, rather than just sounds like they do? You design and run the instruments that answer that question — starting with your own claims, ending with a case no instrument can settle.

Level 4 · Semester 1 2027

  • assessment design
  • epistemology

SLOP4225

SLOP4225: Budgeted Language Model Training

Study how modern large language models are really trained, then rebuild the pipeline at a controllable scale: pre-train a narrative model, reshape it through post-training, and specialise it for a defined task under a 32M design target and fixed compute budgets.

Level 4 · Semester 1 2027

  • Large Language Models
  • Training Systems
  • Compute-Constrained ML

SLOP4230

Retail Alcohol Economics

A rigorous quantitative analysis of alcohol-by-volume-to-price ratios, volumetric taxation loopholes, and retail spatial optimisation within the Australian supermarket landscape, treating every shelf tag as a dataset.

Level 4 · Semester 1 2027

  • retail economics
  • excise policy
  • price optimisation

SLOP4345

Introduction to Malware Production

An undergraduate course in the engineering of malicious software: production, distribution, analysis and detection, examined with the same rigour applied to any other class of software system. Practical work is confined throughout to benign samples and simulated environments.

Level 4 · Semester 2 2027

  • malware
  • software-engineering
  • security

SLOP4386

Jet Fighter Piloting: Departure and Recovery

Twelve weeks on taking a single-seat jet off the ground and bringing it back able to fly again: departure and recovery only, with no air combat or formation flying in the syllabus.

Level 4 · Semester 1 2027

  • flight operations
  • single-seat
  • F-16

SLOP4387

Trapped in the System: Algorithmic Management of Delivery Labour

A comparative study of algorithmic management on delivery platforms: dispatch, ratings and incentive pay as they operate in practice, the workarounds riders build back, and the regulatory fight now under way in China, Australia and the EU over what an algorithm gets to decide about a worker's day.

Level 4 · Semester 2 2027

  • platform labour
  • algorithmic management
  • comparative policy

SLOP4408

MASTERMIND: The Academy of Impossible Skills

Investigate fictional field situations, diagnose unreliable model systems and coordinate decisions with incomplete information. In-person teaching is preferred, with an equivalent online academy and a final team operation.

Level 4 · Semester 1 2027

  • Interactive learning
  • Problem solving
  • Field operations

SLOP4481

Debugging Systems You Did Not Build

A forensic approach to understanding and repairing unfamiliar software. Students investigate systems they did not build, using a fixed six-stage cycle to move from an observed failure to a defensible, verified diagnosis and repair.

Level 4 · Semester 1 2027

  • debugging
  • systems investigation
  • forensic methodology

SLOP4555

Directing for the Screen

A twelve-week directing practicum built around one recurring short film. You develop story, shot design, performance direction, editing rhythm and sound, then practice each skill immediately against an AI cast and crew fast enough to reshoot before the next class.

Level 4 · Semester 1 2027

  • directing
  • filmmaking
  • AI production

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.

Level 4 · Semester 1 2027

  • captive interfaces
  • incentive design
  • kiosks & meters

SLOP4628

F1 Pit Wall

Twelve weeks on one question: what do you tell the driver, and can you defend it afterwards? Students build a race simulator, race it live against the cohort on a shared draw, and are marked on the calls they made rather than on where they finished.

Level 4 · Semester 1 2027

  • race strategy
  • simulation
  • uncertainty

SLOP4632

Deprecation Notice

Twelve industries, twelve deprecation notices: the pitch for replacing each with AI, written in the confident voice that pitch is sold in, then the audit of what it leaves out — the cost, and the capability that doesn't survive the migration.

Level 4 · Semester 1 2027

  • automation policy
  • critical writing
  • case studies

SLOP4700

The Meeting Before the Meeting: How Decisions Get Made

Most decisions are made before the meeting that announces them. This course teaches you to read agendas, minutes, invitations and silences as evidence, and to run a fair process yourself, using a semester-long fictional case and a live multi-role negotiation simulation.

Level 4 · Semester 1 2027

  • decision-making
  • organisational behaviour
  • workplace literacy

SLOP4708

Compile-Time Memory Safety in C

C has no memory safety and never will. Twelve weeks inside the retrofits engineers built to bolt some on anyway, and what each one gives up to get it.

Level 4 · Semester 1 2027

  • systems
  • verification
  • safety

SLOP4761

Designing the Closed-Loop Household I: Food, Water and Waste

Graduate consultants measure a client's home for a year, then design the lowest-cost food, water and waste retrofit that meets the household's own targets, and argue for every dollar spent beyond it. Five fixed homes, one loan programme, real climates.

Level 4 · Semester 1 2027

  • engineering optimisation
  • water and sanitation
  • food systems

SLOP4785

Dating for Engineers

Applies financial and game-theoretic models to romantic relationships: attraction as price discovery, dependency as a balance sheet, and commitment as a priced option, for students who trust models more than feelings.

Level 4 · Semester 1 2027

  • finance
  • game theory
  • relationships

SLOP4787

The Science of Waiting

A twelve-week investigation into why waiting feels different from the time that passes, and how people, systems and designers shape the difference.

Level 4 · Semester 1 2027

  • waiting
  • service design
  • time perception

SLOP4979

Side Channels: What Machines Say Without Meaning To

A semester on what computers reveal about themselves without meaning to: the sound, current, heat, timing and light a machine leaks while it works, and what a defender does once they've noticed. No electronics or cryptography background assumed; the course builds what it needs as it goes.

Level 4 · Semester 1 2027

  • side channels
  • hardware security
  • signal analysis

SLOP6119

Lost Capability: Studies in Institutional Forgetting

A capability is not stored in its documentation: institutions lose the ability to do things while retaining complete records of how those things were done, and discover the loss only when they try to do them again. Twelve cases, one method, no technical prerequisite.

Level 6 · Semester 1 2027

  • institutional memory
  • tacit knowledge
  • deskilling

SLOP6133

Spreadsheets at War: Designing Player-Run Economies

A systems-design course in building and balancing virtual economies: currency sinks and faucets, market microstructure, and the numerical and mechanism-design tools behind EVE Online, World of Warcraft, and RuneScape's player-run markets.

Level 6 · Semester 1 2027

  • economics
  • systems design
  • game economies

SLOP6246

Dunkelflaute: Designing for the week the weather stops

Twelve weeks on one failure condition: the period when wind and solar output are simultaneously low for long enough that normal planning assumptions stop holding. A renewable grid is not designed by its average — it is designed by the event it must survive.

Level 6 · Semester 2 2026

  • energy systems
  • reliability
  • design

SLOP6251

How to Keep One Cat Happy for Twenty Years

Follow one cat from her first night home into old age, learning to observe her, interpret change, make safe care decisions, and know when to seek professional help.

Level 6 · Semester 1 2027

  • feline care
  • observation
  • lifelong care

SLOP6531

The Unpaid Shift

Wikipedia, every subreddit and half of open source are maintained by volunteers doing unpaid janitorial work under rules nobody wrote down. Twelve weeks doing that work for real: editing, moderating, arbitrating, and handing the mop on to whoever comes next.

Level 6 · Semester 1 2027

  • online communities
  • moderation
  • volunteer labour

SLOP6608

Cryptotaxonomy: A Linnaean System for the Shanhaijing

Build a classification system for any material, on a book that resists. The 山海经 (Shanhaijing, the Classic of Mountains and Seas) files hundreds of creatures by where you would meet them and never says what any of them is a kind of. Twelve weeks: build it, strain it, rebuild it.

Level 6 · Semester 1 2027

  • taxonomy
  • shanhaijing
  • classification

SLOP6676

Unfinished Thinking

Thinking that never gets to finish starts again. That is what a spiral is. This course builds the conditions under which one can close, outdoors, in silence, ten minutes at a time. Then it aims the same unreasonable rigour at what could go right.

Level 6 · Semester 1 2027

  • metacognition
  • attention
  • discussion-based

SLOP6753

Implementing SNOBOL4

A twelve-week compiler-construction studio built around a single 1962 language, SNOBOL4, and the backtracking pattern-matching engine that made it strange. You write the whole thing yourself, in OCaml, one incremental submission at a time.

Level 6 · Semester 1 2027

  • compilers
  • SNOBOL4
  • OCaml

SLOP6779

The Tang Yin Problem

A postgraduate seminar in connoisseurship: using six centuries of disputed, copied and forged paintings attributed to the Ming master Tang Yin to teach how attribution actually gets decided, and how rarely it gets settled for good.

Level 6 · Semester 1 2027

  • connoisseurship
  • art history
  • forgery

SLOP8003

The Perfect Apology

A postgraduate seminar on why apologies succeed or fail. Students diagnose real apologies for their components, motives, timing and power, then design and defend responses of their own, building toward what a perfect apology would even mean.

Level 8 · Semester 1 2027

  • apology
  • responsibility
  • repair

SLOP8024

Advanced Involution

A doctoral seminar on involution: the discipline of increasing effort for decreasing returns, from Geertz's rice paddies to hustle-culture LinkedIn posts — taught by a syllabus that keeps escalating.

Level 8 · Semester 1 2027

  • satire
  • labour
  • credentialism

SLOP8171

Chain of Custody: Content Forensics for the Synthetic Age

A graduate methods course in detecting, verifying and tracing AI-generated text, images, video and audio. Every claim online is treated as a case that deserves a chain of custody, not a hunch.

Level 8 · Semester 1 2027

  • media forensics
  • verification
  • AI literacy

SLOP8217

Wrong in Public

A mistranslation is not a failure to be corrected. It is the only visible seam in a system that is otherwise invisible. Twelve weeks reconstructing the machines that made the errors we read in public.

Level 8 · Semester 1 2027

  • translation
  • forensics
  • evidence

SLOP8223

HEX ARAM: The Hand You're Dealt

Playing well with a hand you did not choose. Twelve weeks on decision-making, adaptation and design inside HEX ARAM, where you cannot pick your champion, cannot retreat, and cannot avoid the fight. Offered as SLOP4223 and SLOP8223.

Level 8 · Semester 2 2026

  • decision-making
  • game design
  • ARAM

SLOP8258

Vehicular Macropod Avoidance

A research-led graduate unit on wildlife-vehicle collisions in Australia, moving from macropod ecology and impact biomechanics through road engineering and policy to an original safety-intervention proposal.

Level 8 · Semester 2 2027

  • wildlife ecology
  • road safety
  • policy research

SLOP8350

Generation Loss

Copies leave clues. In this course, you will investigate what changes when recordings, images and texts are copied, reconstruct possible histories from incomplete evidence, and decide what is worth preserving.

Level 8 · Semester 1 2027

  • media archaeology
  • provenance
  • information

SLOP8374

Software Archaeology

Excavating intent from abandoned code. Students learn to date, read, and diagnose dead software using forensic techniques — git blame as stratigraphy, commit messages as inscriptions, dependency graphs as tool inventories — then confront the ethics of reviving someone else's abandoned work.

Level 8 · Semester 1 2027

  • forensics
  • history
  • code

SLOP8412

Advanced Fréchet Inception Distance

A semester spent auditing one number. FID governs what counts as progress in generative modelling, and it is biased, sample-size dependent, and routinely compared across incompatible conditions. We rebuild it, break it, and decide what it can honestly be asked to say.

Level 8 · Semester 2 2026

  • generative models
  • evaluation
  • metrics

SLOP8445

Seeing Through Obfuscated Code

Obfuscation, assembly, and recovering program semantics. Twelve weeks on how much of a program's meaning survives a change of representation — and on why a deobfuscated result that looks cleaner is not yet a result that is correct.

Level 8 · Semester 1 2027

  • reverse engineering
  • program semantics
  • compilers

SLOP8760

Slop Opera: Serialized AI Video Drama

A studio course in vertical serialized drama, where the machine does the shooting and only the technique you add to the rig earns a mark. Twelve weeks take you from an empty GPU to one finished pilot episode: one shot, one hook, one episode.

Level 8 · Semester 1 2027

  • generative video
  • screen production
  • serial drama

SLOP8815

How to Run Anything in the Browser

Everything can be made to run in a browser; the question is what it costs. Twelve weeks comparing shims, compilation, POSIX surfaces, binary translation and whole kernels against a target you choose before Assignment 1 and carry to the end.

Level 8 · Semester 1 2027

  • WebAssembly
  • browser runtimes
  • emulation