The road to COMP4020: the core mechanic

20 Feb 26

comp4020teaching

Info

This post is part of a series I’m writing as I develop COMP4020/8020: Rapid Prototyping for the Web. See all posts in the series.

Game designers talk about “the core mechanic”—the one repeating loop that players engage with over and over, the thing that has to feel right or nothing else matters. In COMP4020, (the plan is) that loop is the weekly studio session.

The loop

Each week (apart from the first and the last) follows the same cycle. There’s a lecture and office hours and the usual stuff as well, but this is the heart of the course:

  1. students receive a provocation—a brief, open-ended prompt that they respond to by building a working web-based prototype, due before their next studio session
  2. a set of automated CI smoke checks verify that each prototype basically works (does it 200 OK on a few pre-agreed routes? does the build pass? whatever makes sense for that stage of the course)
  3. in the studio session itself, students interact with each other’s prototypes, followed by a tutor-facilitated feedback session covering the prototype itself, the agentic development process behind it, and what the student was going for in light of the provocation

Provocation, prototype, feedback; repeat for ten weeks.

The art-school model

This is basically an art-school crit adapted for software. Students bring their work-in-progress, the group engages with it, and then there’s a structured conversation about what’s working, what isn’t, and why. It’s a model that privileges making over talking about making, and it treats the artefact—the actual running prototype—as the centre of the discussion.

I’ve run this kind of studio model before, in the ANU Laptop Ensemble course (which evolved into Sound and Music Computing under the awesome Charles Martin). In that course, students brought their sonic creations each week, performed them for each other, and gave feedback in a facilitated session, which included remixing and building upon all the pre-prepared submissions. The parallels are pretty direct—swap “musical instrument” for “web prototype” and “sonic palette” for “agentic workflow” and you’re most of the way there.

The model can be intimidating at first. From week two onwards, students are simultaneously showing their own work-in-progress and giving feedback on others’. But COMP4020 will have later-year students, and with careful facilitation it I reckon it’ll work really well. The awkwardness fades fast, and what replaces it is a genuine community of practice—people who share a vocabulary, who’ve seen each other’s failures and successes, and who can have informed conversations about what “good” looks like (because that’s the key question in this type of agentic software development course).

Studio groups

Each studio group will have around 20 students, led by an experienced tutor.1 The tutor’s job isn’t just to run the session—they’re the one doing the facilitation that makes the whole thing work. They need to know when to push, when to let a conversation breathe, and when to redirect a critique that’s veering into unhelpful territory.

There’ll also be a small, marked-in-class component assessed by the tutor each week. Nothing worth a huge amount—just enough so that students have skin in the game. The point isn’t to create anxiety; it’s to create investment. If you know you’re going to demo your work and discuss your process, you’ll actually do the work (a point which I’ve seen successfully validated across several years of Laptop Ensemble courses). And if you’re going to give feedback to someone else, you’ll engage with their prototype properly rather than just clicking through it. And in general our students are cool and nice and can be trusted not to be arseholes to each other.

Process and product

One thing I want to emphasise: the feedback covers both the prototype (the product) and the agentic development process that produced it. This maps onto the week’s lecture content, where students learn about different aspects of working with LLM agents for software development.

So the studio session isn’t just “does your app work?”—it’s “how did you get here, what did you try, what did the agent do well, where did you have to intervene, what infrastructure/harness did you need to build around it, and what would you do differently?” The goal is for students to develop a sophisticated, critical understanding of agentic software development through repeated practice and reflection, not just through reading about it.

The hope is that over these weeks the class collectively builds a shared understanding of what good agentic software development looks like—both in terms of the process and the resulting prototypes.

Some provocations I’m tossing around

The course doesn’t start until July, so I’ve got some time to flesh this out. And I want these to be fun/thought-provoking. We have other (great!) courses for building viable startups and software businesses; part of the point (and opportunity) here is for students to do and make stuff that doesn’t make sense in a shark-tank-style business context.

Here are some ideas I’ve had. Honestly some of them I’m super excited about while others are pretty… meh.

Footnotes

  1. “Tutor” in the Australian university sense—usually a PhD student who leads small-group teaching sessions.

Cite this post
@online{swift2026comp4020TheCoreMechanic,
  author = {Ben Swift},
  title = {The road to COMP4020: the core mechanic},
  url = {https://benswift.me/blog/2026/02/20/comp4020-the-core-mechanic/},
  year = {2026},
  month = {02},
  note = {AT-URI: at://did:plc:tevykrhi4kibtsipzci76d76/site.standard.document/2026-02-20-comp4020-the-core-mechanic},
}