Skip to content

Starting From Nothing

Acceleration

The rate the fastness itself changes

There is one idea beginners confuse with speed more than any other, and your body already knows the difference. It is not how fast you go. It is how fast the fastness itself is changing.

Sit in a car. Press the gas pedal and you feel pushed back into the seat. A lift starting upward makes you briefly heavier; stopping makes you lighter. A train at a smooth, steady cruise, however fast, feels like nothing at all. What your body reacts to in every one of these is not the speed. It is the change in speed. That is , and this whole lesson is about pulling it apart from speed for good.

Which has the greater acceleration right now?

Play first: three graphs, one motion

Same car, now with a third graph stacked underneath: acceleration over time. Switch between a steady cruise, a hard brake, and stop-and-go city driving, then scrub the clock. Watch the acceleration graph carefully. It is flat at zero whenever the speed holds steady, no matter how fast that speed is, and it spikes only when the velocity graph is turning.

Scrub the slider or press Play to move the car. The vertical playhead marks one instant across every graph: a slope in one panel is a height in the next.
position x(t)velocity v(t)acceleration a(t)
time = 0.0 sposition = 0.0 mvelocity = 16.0 m/sacceleration = 0.0 m/s2
drive profile

Speed never changes, so acceleration sits flat at zero the whole time.

Acceleration is the slope of the velocity graph

In the last lesson, velocity was the slope of the position graph. Acceleration is the very same move, applied one level up: it is the slope of the velocity graph. When velocity changes by over a time , the acceleration is their ratio.

Change in velocity over change in time: the slope of the velocity graph.

Read the profiles through this lens. On a steady cruise the velocity line is flat, its slope is zero, so acceleration is zero, and that stays true whether the cruise is at 30 or 130. During a hard brake the velocity line drops steeply, a large negative slope, so acceleration is a big number pointing backward. That backward-pointing acceleration is the push you feel toward the windshield when a driver stops hard.

Derived from the last lesson, not a new rule

Nothing new was assumed here. We took velocity, which we already built as the slope of position, and read off its slope in turn. Acceleration is the slope of a slope. The one genuinely new claim, stated for now and paid off soon, is that your body feels acceleration, never speed.

There is a mirror fact worth noting: just as the slope of velocity gives acceleration, the area under the velocity graph gives the distance travelled. The two profiles that reach the same top speed but spend different times there cover different ground, and that is the area talking. We use this properly when we simulate motion.

Why your seat pushes you, and your phone knows it

Here is the payoff of "your body feels acceleration, not speed." At a steady 900 km/h in a smooth flight you feel nothing, because nothing is changing. The instant the plane speeds up, slows, or banks, you feel it, because the velocity is changing. A force pressing you into the seat is the felt side of acceleration, which is the first hint of the next lesson's big idea: a force causes acceleration.

Your phone contains a tiny that measures exactly this. It reads acceleration, the second change in position, and to recover how fast you are going or where you are it must add those readings up over time, twice. In code, acceleration is the difference of the differences.

vs = [0, 5, 10, 15, 20]      # velocity each second (m/s), flooring it
acc = [vs[i + 1] - vs[i] for i in range(len(vs) - 1)]
# acc == [5, 5, 5, 5]  ->  a steady 5 m/s^2 (velocity climbs 5 every second)

# A phone accelerometer only ever measures 'acc'. Recovering velocity and
# position means summing it back up over time - integration, done twice.
Acceleration is the discrete second difference: the change in velocity, sample to sample.

That double sum is why an accelerometer alone slowly loses track of where it is: tiny errors in each reading pile up as you add them, which is exactly why your phone leans on GPS and not just its motion sensors. We meet that drift again in simulating motion.

Lock it in

  • Acceleration is the rate of change of velocity, the slope of the velocity graph.
  • Speed and acceleration are independent: a fast steady cruise has zero acceleration; a slow car pulling away has a large one.
  • Your body feels acceleration, never speed, which is why braking and takeoff are what you notice.
  • In code, acceleration is the second difference; a phone accelerometer measures it and must integrate twice to recover position.

Check yourself

Acceleration is the rate of change of:

You feel pressed into your seat when the car:

A car holds a steady 100 km/h on a straight road. What is its acceleration, and why?

Do not let the big number fool you. Try to state it, then check.

Match each situation to the acceleration it produces.

drop here

zero acceleration

drop here

large acceleration, pointing forward

drop here

large acceleration, pointing backward

drop here

acceleration pointing sideways

Primary source

Feynman Lectures on Physics, Volume I, Chapter 8 (Motion)

Feynman builds acceleration as the change of velocity right after velocity itself, the same one-level-up move used here.[1] OpenStax University Physics Volume 1, Chapter 3 works the graphs and the slope-and-area relationships in detail.[2]

Sources

  1. 1.Feynman Lectures on Physics, Volume I, Chapter 8 (Motion)
  2. 2.OpenStax, University Physics Volume 1, Chapter 3 (Motion Along a Straight Line)