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19 Answer Number Two—Three More Ways to Look at It That Tell a Story<br />

No words, no syntax, no sentences. Language is out of the question for design. That’s<br />

OK with me. I’m not interested in language in that way. I can live without analogy<br />

number 2. But not so fast. The implications are broader. With no basic units—symbols<br />

that can be recognized wherever they appear—there isn’t any way to calculate. Remember,<br />

calculating is using rules to combine symbols. What symbols? Without<br />

words, I can’t calculate. My naive account of grammar and language in analogy number<br />

1 doesn’t bypass analogy number 2. Grammars need words to generate sentences. If<br />

2 doesn’t work, then neither does 1. Unless I can do something about units, it’s either<br />

calculating or thinking, either counting or seeing, and Kierkegaard, Dreyfus, and Miss<br />

H——. There’s nothing I can say about design. If you’re lucky, you can do it, but this<br />

can’t be taught. There’s nothing to learn—no words, no syntax, no sentences. At least<br />

that’s how it looks right now. Surely, there has to be a way to go on. Otherwise, there’s<br />

only a mystery.<br />

Then on the other hand, what can I say about usage? Are there rules that control<br />

technique? Langer acknowledges technique in drawing and the like, and a law governing<br />

it—as long as the law isn’t syntax. Nearly all of the designers I know reject rules.<br />

It’s easier to pick things out with a test than to generate them directly. Perhaps a test<br />

would work to check for good and bad technique in design. Why not Birkhoff’s aesthetic<br />

measure? There are a handful of definitions for order and complexity that don’t<br />

depend on words and syntax. And in fact, I can use the definitions in reverse to actually<br />

make things with high scores. If this works, I have an effective assay of technique—but<br />

it isn’t a real option. The results don’t match what I see. It’s probably a<br />

lousy idea anyway. Everyone I ask agrees. Usage is impossible to gauge in design, even<br />

if it doesn’t depend on words and syntax.<br />

Words and usage don’t work. They’re dead ends in design. But let’s look again before<br />

giving up. What can I do about rules and calculating, and numerical measures?<br />

First, I’m not keen on numerical measures of any kind, even if they distinguish good<br />

and bad technique. I’m not going to use them. In the past, I toyed with measures like<br />

Birkhoff’s that did a lot of counting, only with algorithms, complexity, and information<br />

theory—perfectly modern stuff. They weren’t any better—just one kind of description<br />

won’t do. I’m glad I’ve moved on. I was wrong. So maybe there’s another way to<br />

think about rules and calculating. If I can find a way to calculate without units—with<br />

rules that don’t combine symbols—everything should be OK. I can get designs and not<br />

bother about words and syntax. I need to show that analogy number 1 and analogy<br />

number 2 are independent. And if I can, rules may govern technique—they might<br />

characterize usage. I could get back to words and syntax. What if they’re defined<br />

when I stop calculating as a kind of retrospective summary of what I’ve done—perhaps<br />

in topologies that I can update as I go on? Suppose words and syntax aren’t fixed<br />

but change—smoothly or in jumps—with ongoing practice. They’re harmless as an<br />

afterthought, and they might help in teaching to trace a designer’s intentions or to<br />

compare styles. That’s when vocabulary is useful. It’s only if I have to say what words<br />

and syntax are ahead of time that I have a problem. Designing isn’t combining things<br />

anyway. How do I know what I’m going to use until I start? Where’s the creativity?

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