Something I found particularly interesting about the pattern reading was how they both highlighted something different about how the viewer is meant to experience patterns. In 10 PRINT, it’s that the viewer examines patterns by trying to anticipate what comes next; the excitement isn’t derived from something too predictable or too obscure but rather a balance in the middle (maybe if you didn’t provide a first time viewer a grid, the threshold would be if they couldn’t figure out the algorithm in the first ten seconds). In Graphic Games, the first half of the reading focused on how our minds begin to read black/white as the primary shape in a pattern in relation to its coverage in a grid block or its “dark-light interchange.” I feel like truchet tiles could also make its way into optical illusions given both of these two ideas. I have no big introspective thoughts from reading this, but it has definitely given me a lot to think about in making a “good”(not boring) pattern.