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112 I What Makes It Visual?<br />

and this won’t do. Science is out—of course, there are experiments, but then divisions<br />

are after the fact—and clairvoyants and seers are best silent with predictions that are<br />

hard to trust. What could possibly prompt a decision until I move the triangle to<br />

make the star<br />

and then pick out another triangle and move it—remember, this isn’t calculating—to<br />

get the final shape<br />

But even preknowledge that’s perfect may not give an exact solution. I failed rotating<br />

squares in the introduction (pages 25–30)—the future was set shape after shape, only<br />

my answer for three squares didn’t scale to five squares, seven squares, etc. And it’s<br />

simply hopeless otherwise, when the future isn’t clear. It’s asking a lot to know what<br />

to expect, so that there’s no reason for ongoing experience. The shape<br />

may begin a longer series in which arbitrarily distant shapes determine what’s necessary<br />

to segment it into constituents. This isn’t an inference (induction) I know how to<br />

make. And really, who does? It’s way beyond the reach of reason—visual or not. Think<br />

of all the things I would miss if I got it wrong—but how can you think unless you can<br />

see? That’s the problem—thinking isn’t blind. It’s good that constituents aren’t needed<br />

to calculate. I can draw without having to infer anything about what I’m going to see<br />

and do, as long as there’s embedding. (Alternatively, embedding lets me anticipate<br />

everything without having to say what it is.) That’s the secret that makes shapes<br />

and rules indispensable in design.

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