Vertex data generally provides the normal vector in object space. It sounds like this is being done in the example provided.
From there we can visualize the normal in object space, world space or view space, there is no "canonical" space to visualize normal vectors.
If you provide a small axis graphic showing the axis for each of those coordinate systems then they would each look slightly different. (ie an arrow pointing in the x,y,z directions to show the directions of each major axis)
In object and world space each axis would be fixed as we move around we would be able to look at the axis from different directions. The normal vectors on the model would also look different from different directions.
In view space, all the axis would move with the camera. No matter where the camera moves the x,y,z axis would always face the same direction. We expect this to be true since we are transforming the geometry into camera (ie view) space. NOTE: We can still visualize those transformed vectors like we did with object and world space by creating an "alternate" camera that lets us look at the "main" camera then transform it's view space normal vectors into the alt camera view space.
For simplicity normal vectors are usually transformed into either object space (ie they are not transformed at all) which is handy for visualizing normal vectors when looking at individual models. Or into world space using the model to world matrix. This puts all the normal vectors in a common space which allows them to be compared to each other. Visualizing normal vectors in view space isn't as common since there isn't much to look at (other then to verify that the vectors are pointing in the expected directions) and requires additional complexity to view them from different directions.
As lightxbulb pointed out, we can do lighting calculations in the space of choice. Visualizing normal vectors is one of many motivators on choosing which basis lighting calculations are done in. For example if we are doing lighting calculations in world space then we probably want to visualize normal vectors in world space. This allows comparing light computations to vectors.
Yet another approach is to draw the geometry twice. Once with lighting and a second time drawing the normal vectors as small lines showing their direction, the lines can also be colored. This gives excellent feedback on the vector direction and allows direct comparison to the lit and possibly textured object.