Panopticon (part 1) - Jeremy Bentham
Jeremy Bentham devised a design for a prison in which a single person could observe all the cells at once, ensuring control.
The aim was to check that no prisoner escaped, monitor their behaviour and intervene if necessary.
The idea is to place a prison guard at the centre of a semicircular structure called the Panopticon, around which all the cells are arranged.
You will take on the role of the "prison guard" in a Panopticon, tasked with monitoring four games. You can decide which ones to place on alert.
Observe everyone (a literal translation of Panopticon): if you notice suspicious movements, you can decide to place some games on alert.
How it works: watch the screen. Tapping or clicking a quadrant places it on alert, and this cannot be undone.
Try it now!DEBRIEFING Panopticon (part 1) - Jeremy Bentham
What was it like to take on the role of the Panopticon’s prison guard?
What criteria did you use to decide to place a game on alert?
How many games were not on alert at the end?
Ultimately, what was really wrong with the games you placed on alert?
Panopticon (part 2) - Jeremy Bentham
Writing about his architectural idea, Bentham asks: "I wonder whether it could be applied, without exception, to all buildings where a number of people must be kept under supervision [...] whether in prisons for life, in places of confinement before trial, or penitentiaries, or houses of correction or workhouses, or factories, or asylums, or schools."
You will once again play the role of a Panopticon guard: stay vigilant!
Try it now!DEBRIEFING Panopticon (part 2) - Jeremy Bentham
After this colourful version of the Panopticon, consider the same questions as in the first simulation’s debriefing:
What was it like to take on the role of the Panopticon’s prison guard?
What criteria did you use to decide to place a game on alert?
How many games were not on alert at the end?
Ultimately, what was really wrong with the games you placed on alert?