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156 I What Makes It Visual?<br />

(TRI(XYZ) ((PT X) (PT Y) (PT Z) (ELS XY) (ELS XZ) (ELS YZ) (NONCOLL XYZ)) NIL)<br />

which says a triangle consists of three points XYZ such that the predicate ‘exists a line segment<br />

between’ (ELS) holds, pairwise, between them, and that the 3 points are noncollinear<br />

(NONCOLL). When this grammar was supplied along with the input, the program found the 16<br />

triangles.’’ 8<br />

But where does the input pattern come from without prior analysis? How is this done<br />

today? To find out, I asked one of the stars in my shape grammar class how he would<br />

represent Evans’s shape, so that it contained everything he could see. ‘‘I’d drag a point<br />

to make a square, insert the diagonals, and then rotate [and trim] them to make the<br />

horizontal and vertical.’’ It works, but triangles may or may not be defined, depending<br />

on how squares are handled. If there are triangles, then there are four. No one questions<br />

the inevitability of this kind of structure when you calculate—well, almost no<br />

one. I do a seminar in design and computation. One of the participants knows exactly<br />

what it’s about—‘‘We only talk about it here.’’ Her peers aren’t so sure. They say, ‘‘It’s<br />

theory—it can’t be used to make things. What can you do without structure?’’ For a<br />

start, you might try and see. Picture languages, etc., encourage Evans’s kind of thought,<br />

and have implications elsewhere. Christopher Alexander’s ‘‘pattern language’’ is worth<br />

looking at, especially with its intended applications in design. 9<br />

I start with a quotation from Ivan Sutherland that’s remarkably forthright about<br />

the importance of structure in computer drawing. 10 I like it a lot because it describes<br />

the crucial difference between pencil and paper—structureless stuff—and computer<br />

drawings so accurately. Herbert Simon’s The Sciences of the Artificial is a classic. Every<br />

time I pick it up, I find something more of immediate interest in design. The quotes I<br />

use are from the second edition that includes the new chapter ‘‘Social Planning’’ in<br />

which Simon links painting and calculating. 11 John McCarthy discusses the missionaries<br />

and cannibals puzzle in a short paper in Artificial Intelligence. 12 The circumscriptive<br />

inference in McCarthy’s example 1 shows how objects are limited from the<br />

start. 13 The material from Marvin Minsky is from two places. His thoughts on creativity<br />

and the Body-Support concept are found in The Society of Mind. 14 And the rest on paradigms,<br />

heuristic search, and structure is in his chapter in Patrick Winston’s book The<br />

Psychology of Computer Vision. 15<br />

Terry Winograd and Fernando Flores show the limits of calculating with fixed<br />

representations. 16 But their conclusions seem much too pessimistic once embedding<br />

in its robust sense is taken into account. I quote from Hans-Georg Gadamer’s Truth<br />

and Method, 17 Robert Sokolowski’s Husserlian Meditations 18 —the few lines on spatial<br />

profiles—Gian-Carlo Rota’s Indiscrete Thoughts, 19 and, finally, Maurice Merleau-Ponty’s<br />

Phenomenology of Perception 20 to show that you may really be calculating even when

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