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On this page

  • 1. Why We Need "Concepts of Motion"
  • 2. Seeing Motion: Motion Diagrams & the Particle Model
  • 3. Scalars vs. Vectors—Two Kinds of Numbers
  • 4. The Core Motion Quantities
  • 4.1 Time (ttt)
  • 4.2 Position (rrr)
  • 4.3 Displacement (Δr\Delta rΔr)
  • 4.4 Distance (d)
  • 4.5 Velocity (v⃗\vec{v}v)
  • 4.6 Speed (vvv)
  • 4.7 Acceleration (a⃗\vec{a}a)
  • 5. How Acceleration Affects Motion
  • 6. Reading a Motion Diagram—Rapid Check
  • 7. Example Walk-Through: The Stop-and-Go Cyclist
  • 8. Putting It All Together—Four Quick Take-Home Points
  • Mini-Self-Check

Mechanics

Chapter 1: Concepts of Motion

Evan Luo · May 17, 2025

Mechanics

Chapter 1: Concepts of Motion

Evan LuoMay 17, 2025

4 min read

1. Why We Need "Concepts of Motion"

Physics starts by answering one question: "How is something moving?" To describe that movement precisely we first agree on a handful of building-block ideas—time, position, velocity, and so on. This chapter introduces those ideas and shows how they fit together.


2. Seeing Motion: Motion Diagrams & the Particle Model

IdeaWhat it meansWhy it helps
Motion diagramA picture of the same object drawn at equally spaced instants (little "snapshots" in one sketch)Lets you see at a glance whether the object is speeding up, slowing down, or changing direction.
Particle modelWe pretend the whole object is shrunk to a single dot with all its massTurns a complicated shape (car, cyclist, ball) into one point so we can focus on its path, not its size.

Tip: Imagine a flip-book cartoon. Each page is a dot in a new spot. The set of dots is a motion diagram.


3. Scalars vs. Vectors—Two Kinds of Numbers

TermQuick testExample
Scalar"Just a number?"—Yes ✔Mass = 3 kg, Speed = 50 km/h
Vector"Need a direction too?"—Yes ✔Displacement = 100 m east, Velocity = -5 m/s (negative is a leftward direction)

Vectors are drawn as arrows. Arrow length = size, arrow head = direction.


4. The Core Motion Quantities

4.1 Time (ttt)

  • A clock reading ("3.0 s since the stopwatch started").
  • Scalar; SI unit = s\text{s}s (seconds).

4.2 Position (rrr)

  • Where the object is relative to an origin (your chosen "zero" point).
  • Vector; SI unit = m\text{m}m (metres).

4.3 Displacement (Δr\Delta rΔr)

  • The straight-line "from-start-to-finish" arrow: final position – initial position.
  • Vector.

4.4 Distance (d)

  • "How much ground you actually covered," following all twists and turns.
  • Scalar; always positive.

4.5 Velocity (v⃗\vec{v}v)

  • Rate of change of position: vavg=ΔrΔtv_{\text{avg}} = \dfrac{\Delta r}{\Delta t}vavg​=ΔtΔr​.
  • Vector (speed + direction). SI unit = m/s\text{m/s}m/s.

4.6 Speed (vvv)

  • "How fast?" ignoring direction: vavg=dΔtv_{\text{avg}} = \dfrac{d}{\Delta t}vavg​=Δtd​.
  • Scalar; SI unit = m/s\text{m/s}m/s.

4.7 Acceleration (a⃗\vec{a}a)

  • Rate at which velocity changes: aavg=Δv⃗Δta_{\text{avg}} = \dfrac{\Delta \vec{v}}{\Delta t}aavg​=ΔtΔv​.
  • Vector; SI unit = m/s2\text{m/s}^2m/s2.
  • Picture acceleration as the "pull" controlling how velocity arrows grow or shrink.

5. How Acceleration Affects Motion

  • Same direction as velocity → object speeds up.
  • Opposite direction → object slows down. Key warning: The sign of acceleration (+/-) alone does not tell you speeding-up vs. slowing-down—you must compare it with the velocity's sign.

6. Reading a Motion Diagram—Rapid Check

The slides include a series of multiple-choice "which statement is correct?" questions on position, velocity, and acceleration arrows. When you face one:

  1. Look at dot spacing.

    • Closer dots = slower speed.
    • Wider spacing = faster speed.
  2. Add tiny arrows.

    • Draw velocity arrows from each dot to the next; see how they grow, shrink, or flip direction.
  3. Compare arrow changes.

    • If arrows get longer in the same direction → positive acceleration (speeding up).
    • If arrows shorten or reverse → acceleration opposes velocity (slowing or turning).

7. Example Walk-Through: The Stop-and-Go Cyclist

Imagine a cyclist moving 10 m/s → stop → 15 m/s forward (this is the scenario on the last slide).

  1. Before the light: velocity arrow points right (10 m/s).
  2. Stopping phase: arrows shrink to zero; acceleration arrow points left (opposite motion).
  3. Starting again: new arrows grow rightward; acceleration now points right.

Result: one continuous motion diagram where spacing first tightens (slowing) then widens (speeding).


8. Putting It All Together—Four Quick Take-Home Points

  1. A motion diagram + arrows is your visual toolbox for any motion problem.
  2. Vectors tell two things at once—size and direction—so always include a sign or arrow.
  3. Displacement vs. distance: straight-line vs. path-length. Keep them distinct.
  4. Acceleration's direction relative to velocity decides whether you speed up or slow down.

Mini-Self-Check

  1. If a car's velocity is -20 m/s and its acceleration is -5 m/s², is it speeding up or slowing down?

Both velocity and acceleration point left (same sign), so the car speeds up.

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  1. A runner completes one lap of a 400 m track in 50 s. What is the runner's average speed? What is the average displacement and average velocity?

Speed = 400 m50 s=8 m/s\dfrac{400 \text{ m}}{50 \text{ s}} = 8 \text{ m/s}50 s400 m​=8 m/s. Displacement for a full lap is 0 m0 \text{ m}0 m (back to start), so average velocity is 0 m/s0 \text{ m/s}0 m/s.

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Source: https://notes.ohevan.com/notes/mechanics/01-concepts-of-motion

© 2026 Evan Luo. All rights reserved.

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