Some of the more enjoyable surfaces (for example, the grain of a fine mahogany table top or a Japanese sword) have an interplay between pattern and texture which, though two-dimensional, suggests the unseen internal three-dimensional array.
As we draw closer, we see that the three-faceted planes of the museum are fabricated out of rectangular panels made of white bronze that was poured directly into dammed forms on the concrete floor of the foundry, producing a surface texture similar to both metal and stone.
I’m now more inclined to attribute Looseleaf’s power to its visual texture than to some cognitive media-style abstraction. And the visual texture owes more to the beauty (yes, beauty!) of the original pdfs from the Vasulka Archive. Perhaps the demo is best understood not as a prototype generic tool, but as a specific curated experience in its own right, with form and content claiming equal importance in its overall success.
Even so, I think there are some general lessons that can be drawn from this demo:
Content is not inert
Visual texture lets content breathe
Visual texture lets the eye wander without losing itself
I walked around with a map, penciling in X’s wherever there was a barn or shed. For the next three days, I covered four kilometers in all four directions. Living toward the outskirts of town, there are still a good many farmers in the vicinity. So it came to a considerable number of barns—sixteen altogether.
I carefully checked the condition of each of these, and from the sixteen I eliminated all those where there were houses in the immediate proximity or greenhouses alongside. I also eliminated those in which there were farm implements or chemicals or signs that they were still in active use. I didn’t imagine he’d want to burn tools or fertilizer. That left five barns.