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            masses of data. Visualisation, for all its subjectivity and faults, remains a key
            element of the research process. The standard process is to present one or more
            attributes of the individuals in a map in physical or variable space. Such spaces
            can then be evolved in movies or sliced in either time or space (Table 10.3 shows
            some examples). In general, we cannot test the significance of a pattern without
            first recognising it exists, and to that extent significance testing is tainted by the
            requirement that it tests our competency in recognising the correct pattern as much
            as that the proposed pattern represents a real feature of the distribution of our
            data. Visualisation is also a vital tool in communicating results within the scientific
            community and to the wider public. The former is not just important for the
            transmission of knowledge, but because it allows others to validate the work. Indeed,
            the encapsulation of good visualisation techniques within a model framework
            allows others to gain deeper understanding of one’s model, and to experiment
            at the limits of the model—what Grimm (2002) calls “visual debugging”. Good
            model design starts like the design of any good application, with an outline of
            what can be done to make it easy to use, trustworthy and simple to understand.
            Traditionally, user interface design and visualisation have been low on the academic
            agenda, to the considerable detriment of both the science and the engagement of
            taxpayers. Fortunately, in the years since the turn of the millennium, there has
            been an increasing realisation that good design engages the public and that there
            is a good deal of social science research that can be built on that engagement.
            Orford et al. (1999) identify computer graphics, multimedia, the World Wide Web
            and virtual reality as four visualisation technologies that have recently seen a
            considerable evolution within the social sciences. There is an ever-increasing array
            of visualisation techniques at our disposal: Table 10.3 presents a classification
            scheme of commonly used and more novel visualisation methods based on the
            dimensionality and type of data that is being explored.
              Another classification scheme of these techniques that is potentially very useful
            comes from Andrienko et al. (2003). This classification categorises techniques based
            on their applicability to different types of data:

            • “Universal” techniques that can be applied whatever the data, e.g. querying and
              animation
            • Techniques revealing existential change, e.g. time labels, colouring by age, event
              lists and space-time cubes
            • Techniques about moving objects, e.g. trajectories, space-time cubes and snap-
              shots in time
            • Techniques centred on thematic/numeric change, e.g. change maps, time series
              and aggregations of attribute values
              For information on other visualisation schemes, see Cleveland (1983), Hinneburg
            et al. (1999) and Gahegan (2001).
              In each case, the techniques aim to exploit the ease with which humans recognise
            patterns (Muller & Schumann Müller and Schumann 2003). Pattern recognition is,
            at its heart, a human attribute, and one which we utilise to understand models, no
            matter how we process the data. The fact that most model understanding is founded
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