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Motion graphs.

A cart rolls, slows, stops and comes back. Three graphs of that one trip tell you where it was, how fast it went and how its speed changed.

Explore the scene Interactive article

01 / The experiment

One trip. Three graphs.

Set the cart's starting velocity and the fan's push, watch the position graph draw itself, then step through to velocity, acceleration and the area under velocity.

Still of the Motion graphs 3D scene, which explores: How can a graph tell you how something moved?
Interactive scene

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The explanation below is available while the scene loads.

A fan cart on a level track, timed from the moment it crosses the start line. A motion sensor at the near end reads its position; positive is away from the sensor.The fan's push is perfectly steady and friction and air drag are left out, so the acceleration is exactly constant. Each run lasts four seconds or ends at an end stop.

02 / Three motions, three graphs each

What shape is the motion?

The same cart moving three ways. Each card stacks position, velocity and acceleration against the same four seconds, with the cart's equal-time marks underneath.

Fan off01
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Steady velocity

The cart covers the same distance every second, so position rises in a straight line and velocity never changes.

Position graph
A straight sloping line
Velocity graph
A flat line above zero
Acceleration
Zero
Equal-time marks
Evenly spaced
Forward push02
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Speeding up

Starting from rest, the cart gains the same velocity every second, so its position curve steepens and the marks spread out.

Position graph
Curving ever steeper
Velocity graph
A straight line climbing
Acceleration
Positive and constant
Equal-time marks
Spreading apart
Backward push03
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Slowing and turning back

The cart slows, stops at the top of the arch where velocity crosses zero, then speeds up backwards to the start line.

Position graph
An arch with a peak
Velocity graph
A falling line crossing zero
Acceleration
Negative and constant
Equal-time marks
Bunching, then retracing
The big idea

Each graph is the slope of the one above it, and the area under the velocity graph is how far the cart has moved from where it started.

x = ut + ½at²

One trip, three questions

Roll a cart along a track and you can ask three things about it at every moment. Where is it? How fast is it going, and which way? Is it speeding up or slowing down? Each question has its own graph, drawn against time: position, velocity and acceleration.

In the scene, a cart crosses the start line at the speed you choose, and a fan on its deck keeps pushing it with a steady force, forward or back. A motion sensor at the near end of the track times ultrasound echoes off the back of the cart, many times a second, and turns them into its distance. That is how school labs draw these graphs, and the chart beside the scene draws the cart’s position as the run happens. Orange marks drop on the track every half second, like a photograph taken with a flashing light: where they spread apart the cart is moving fast, and where they bunch up it is slow.

Try it: set Starting velocity to 0.6 m/s and Acceleration to −0.3 m/s². The cart sets off away from the sensor, slows, stops for an instant two seconds in, and rolls back to the start line just as the four seconds run out. The position graph is an arch.

Back to the experiment

Position against time

On a position–time graph, height is where the cart is, measured from the start line, and the horizontal axis is time. A cart standing still draws a flat line. A cart moving at a steady velocity covers the same distance every second, so its position rises (or falls) by the same step every second: a straight, sloping line. The steeper the line, the faster the cart.

A cart that is speeding up covers more distance each second than the last, so its line curves ever steeper. A cart that is slowing down curves the other way, levelling off. Where the curve reaches its top and turns over, the cart has stopped for an instant and started back.

The graph is not a picture of the path. The track is straight and the cart only ever moves along it, yet the graph curves. The curve is the story of the cart’s position through time.

Try it: set Starting velocity and Acceleration both to 0. The cart stays on the start line and the graph is flat. Then try a Starting velocity of 0.6 m/s with no acceleration: a straight line, rising 0.6 metres each second.

Back to the experiment

Velocity is the slope

How fast the position changes is the velocity. On the position graph, that is the slope: how much the line rises for each second along. Velocity has a sign. Positive means the cart is moving away from the sensor, negative means it is coming back. Speed is the size of the velocity, without the sign.

A curved position graph has a different slope at every moment. The slope at one instant is the slope of the tangent, the straight line that just touches the curve there. At the top of the arch the tangent is flat: the slope is zero, and so is the velocity.

Try it: step Build the graphs to All three graphs. The velocity and acceleration graphs fill in under the position graph, on the same time axis. A dashed tangent rides along the position curve, and its slope is the value the velocity graph is drawing at that moment.

Back to the experiment

Acceleration is the slope of velocity

How fast the velocity changes is the acceleration, and it is the slope of the velocity graph. The fan’s steady push gives the cart a constant acceleration, so the velocity graph is a straight line and the acceleration graph is a flat one.

A negative acceleration does not always mean slowing down. With the cart rolling forward at 0.6 m/s and the fan pushing back, the acceleration is −0.3 m/s² the whole time. For the first two seconds the velocity is positive and shrinking, so the cart slows. After it turns round, the velocity is negative and growing in size, so the cart speeds up, backwards. The cart slows down when its velocity and acceleration have opposite signs, and speeds up when they share one.

The area under the velocity graph

If a cart moves at 0.5 m/s for 2 seconds, it travels 1 metre. On the velocity graph that motion is a rectangle 0.5 high and 2 wide, and its area, 0.5 × 2, is the 1 metre. The same holds for any shape: the area between the velocity graph and the time axis is the change in position, the displacement.

Area above the axis counts as forward and area below counts as backward. Over the default run, the triangle above the axis (the trip out) and the triangle below it (the trip back) have the same size, so they cancel: after four seconds the cart is back where it started, with a displacement of zero, although it has travelled 1.2 metres. That total, counting both ways, is the distance travelled.

Try it: step Build the graphs to Area under velocity. The area fills in as the cart moves, its sum is printed under the graphs, and an arrow on the track spans the same displacement from the start line.

Back to the experiment

The equations of constant acceleration

For a cart that starts with velocity u and has a constant acceleration a, the graphs give three equations. The velocity graph is a straight line starting at u with slope a:

v=u+atv = u + at⁠

The area under it, a rectangle u × t plus a triangle ½ × t × at, is the displacement:

x=ut+12at2x = ut + \tfrac{1}{2}at^2⁠

Taking t out of the two gives a third, handy when the time is not known:

v2=u2+2axv^2 = u^2 + 2ax⁠

With u = 0.6 m/s and a = −0.3 m/s², the first says the cart stops when t = 2 s, and the second puts it 0.6 m from the start line at that moment. The third gives the same 0.6 m without the time: 0 = 0.36 − 0.6x.

What the model leaves out

A real fan cart’s push wavers as the motor warms up and the battery runs down, and the wheels and air slow it a little, so a real velocity graph is never perfectly straight. The scene keeps the push exactly steady and leaves friction and drag out. The cart crosses the start line already moving; the push that set it going is not shown.

The scene computes the cart’s position from the equations rather than measuring it, so its graphs are smooth. A real motion sensor reads the position a few dozen times a second, each reading slightly off, and software works out the velocity and acceleration from the differences between readings, which makes them noisy, the acceleration most of all. The end stops halt the cart and end the run at once, without the bounce a real bumper would give.

Reuse with credit to ViewWiki and a link to this page.

04 / Learn this in a course

Practise it, step by step.

These 4 lessons teach the topic with checked questions, in course order.

  1. Position and velocity Physics · Motion in a line
  2. Acceleration Physics · Motion in a line
  3. Reading motion graphs Physics · Motion in a line
  4. The equations of constant acceleration Physics · Motion in a line