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8 Introduction: Tell Me All About It<br />

is no longer part of the shape—it simply isn’t there to see—because its sides aren’t<br />

embedded in these lines. There’s no identity. (The elements in sets work in this way.)<br />

And for the same reason, A’s and X’s and bits of hexagons aren’t parts of the shape<br />

either. The lines and their combinations are parts of the shape. That’s all there is, and<br />

that’s all there is to see<br />

And second, my scheme implies a kind of inverse relationship. Anything I can do with<br />

shapes visually I can do just as well with given symbols, at least if shapes are described<br />

in certain ways that I’m going to specify. For example, symbols are all I need for shapes<br />

like these<br />

made up of points, lines, and planes that I can draw on paper with a pencil and a ruler.<br />

This is really important—it means that computers can deal with shapes and ambiguity<br />

exactly as I do. A machine can see what I see no matter how it’s drawn. What’s there<br />

for me is there for the machine, and vice versa.<br />

The way different kinds of expressive devices connect up in my scheme—<br />

whether they’re visual and use shapes or verbal and use symbols—puts design with<br />

other kinds of professional practice. Design belongs with business, education, engineering,<br />

government, law, medicine, and planning, and with history, literary criticism,<br />

logic, mathematics, philosophy, science, and anything else you care to name.<br />

Designers may be as creative as you like—geniuses, in fact—but their reliance on visual<br />

devices doesn’t exclude them from the ambit of expression fixed by everyone else in<br />

the course of their everyday activities. The scheme I have in mind makes it difficult if<br />

not impossible to believe in two cultures—one visual and the other verbal, separate<br />

and equal—that have nothing in common. Whatever people are doing—within professions<br />

and across them—they can always communicate. The expressive devices they<br />

use make their activities commensurable. And it’s good to talk. But it’s easy to be lazy<br />

when it’s time to show someone else what you’re up to in a straightforward way, or not<br />

to make the effort to see what the other guy is working on in his or her terms. Designing<br />

is a practical way of thinking (reasoning) in which seeing is key—that’s its chief

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