1.1.18 · D2Measurement, Vectors & Kinematics

Visual walkthrough — Graphs — x-t, v-t, a-t; areas and slopes meaning

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Step 0 — The three words we will use (drawn first)

Before any graph, let us fix three plain-English quantities and give them short names.

We build everything from one assumption: the acceleration stays constant the whole time. That is the case of uniformly accelerated motion — a ball rolling down a straight ramp, or a stone in free fall.


Step 1 — Draw the acceleration graph (the flattest possible picture)

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHY we start here: acceleration is the simplest of the three when it's constant — a flat line. From a flat line we can climb up the ladder using areas, exactly as the parent's mnemonic promised.

PICTURE: the burnt-orange line is dead level. Under it, from time to time , sits a shaded rectangle. Notice its two sides: width (across), height (up). Hold that rectangle in mind — it is the whole of Step 2.


Step 2 — The rectangle's area is the velocity gained

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHAT we did: computed the area of the flat rectangle (area of a rectangle = height × width).

WHY this equals velocity gained: the parent note showed area under accumulates the change in . Here is the intuition — each second you add metres/second to your speed; after seconds you have added it times, giving . ( is just shorthand for "the change in".)

WHY that tool and not another? We chose area (not slope) because we are going up the ladder . Slopes only take us down. The area of a flat rectangle needs no calculus at all — just length × width.

Now, "velocity gained" plus "velocity we started with" gives the velocity right now:

PICTURE: the rectangle from Step 1 is now stacked on top of the starting level . The total height of the shaded region at time is exactly .


Step 3 — Turn "velocity now" into the velocity graph

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHY a straight line and not a curve: increases by the same amount () every second — equal steps make a straight ramp. The slope of this line is (rise over run equals ), which is a nice self-check: sliding down the ladder by taking the slope gives back our constant . Everything is consistent.

PICTURE: teal line climbing from on the left to on the right. The gap between the line and the time axis is the region whose area we attack next — that area is the distance travelled.


Step 4 — The distance is the area under the velocity line

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

The clean way to get a trapezium's area is average height × width:

Term by term: is the height on the left edge, the height on the right edge; their average is the typical height of the sloped roof; multiplying by width sweeps out the whole area.

PICTURE: the trapezium is shaded, with its left side labelled , right side labelled , and a dashed line marking the average height halfway between them.


Step 5 — Cut the trapezium into a rectangle + a triangle (the punchline)

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHY this cut: it separates "distance you'd cover coasting at your start speed" from "extra distance because you sped up." Each piece is a shape we can measure with primary-school geometry.

The rectangle — bottom slab: This is where you'd be if acceleration were zero — pure coasting.

The triangle — top wedge. Its base is ; its height is the velocity gained, which we found in Step 2 to be :

Add the two pieces:

PICTURE: the same trapezium, now split — orange rectangle below, plum triangle above, each labelled with its area. This single cut is the derivation. (This equals Step 4's answer once you substitute ; see the integration viewpoint for the calculus route to the same shapes.)


Step 6 — Edge case A: starting from rest ()

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHY it matters: this is the free-fall-from-rest formula (with ). The picture makes it obvious — no bottom slab, pure triangle. PICTURE: a single plum triangle rising from the origin; the missing rectangle is drawn as a faint dotted outline to show what vanished.


Step 7 — Edge case B: deceleration, then reversing ()

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning

WHY the sign bookkeeping: area above the axis is positive displacement (going up); area below is negative displacement (coming down). The very same formula handles this automatically, because carries a minus sign and eventually the negative overwhelms the positive .

Sign rule (all cases): the object is slowing down exactly when and have opposite signs, and speeding up when they share a sign — see signs of vector components. This is why "negative velocity" ≠ "slowing down."

PICTURE: teal line starting positive, crossing zero, going negative; the upper triangle shaded orange (positive area) and the lower triangle shaded plum (negative area). If the two triangles are equal, net displacement is zero — the ball is back where it started, though the total distance (sum of the two areas' magnitudes) is not zero. That distance-vs-displacement split is the heart of Distance vs Displacement.


Step 8 — Numeric check on the pictures


The one-picture summary

Figure — Graphs — x-t, v-t, a-t; areas and slopes meaning
Recall Feynman retelling — the walkthrough in plain words

Picture the speedometer of a car whose driver presses the pedal by the same tiny amount every second. On the acceleration graph that steady press is a flat ceiling; the box under it, so many seconds wide and so tall, is the extra speed you've picked up — that's why . Now draw the speed itself: because it grows in equal steps it draws a straight ramp starting at your opening speed . The land under that ramp is the ground you cover. Slide a knife across the ramp at height : underneath sits a plain rectangle — the distance you'd have coasted at your starting speed, — and on top rides a triangle — the bonus distance from speeding up, . Stack the two, . Start from rest and the rectangle disappears, leaving only the triangle . Throw the ball upward and the ramp dips below the line: the land above counts as going up, the land below as coming down, and if they balance you land back where you began — having travelled plenty, displaced nothing.

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