Visible Earth (and the poor visualization designer)
It's when staring at images like these that I think the best visualizations ever are those offered by the nature.
[from NASA Visible Earth, click on the images for details]
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It's amazing to see how informative and beautiful aerial and satellite images are. I try to mentally compare the process of producing visualizations of abstract data (i.e., information visualizations) with that of producing representations of real world object, as these pictures above are.
It's incredible how much more subtle and beautiful these images are compared to those obtained from information visualizations, which have regular grids, well segmented areas, few details, less sense of visual continuity and uniformity.
And yet, at the same time, it's crazy how much more effort it's required to design a visualization and how much more uncertainty there is in it. It looks like the mental and imaginative effort required to a visualization designer is much more because the number of free parameters to set is very large. Design decisions can really differentiate between a good and a bad visualization, and thus much more responsibility is given to the visualization producer.
These few considerations make me recall of a recurring debate on what's the difference between "scientific visualization" and "information visualization". I don't care too much about the terminological debate, nor am I in favor of a neat distinction between the two (quite some people went over it already). However, for the purpose of this post I think it's very interesting to re-propose here what Tamara Munzner once had to say in a panel (pdf link to the panel content) hosted by Vis'03 about the topic:
"Although there are still many definitions of infovis floating around, I think we have begun to converge on the answer that the dividing line is whether the spatialization is given or chosen."
"... The central design problem of an infovis system is the choice of how to assign spatial position, which is by far the strongest of the perceptual cues. Our grappling with this huge space of possibilities has led to a strong emphasis on abstraction, visual metaphors, design principles, and evaluation."
Pushing things to the very extreme, the result is: we visualization designers put much more effort to build things that are thousands of time less beautiful than what? A simple picture.









