Kinematics
Kinematics describes the motion of points, bodies, and systems without considering the forces that cause the motion. This topic forms the foundation of classical mechanics by mapping out position, velocity, and acceleration over time in both ideal and resistive environments.
Part of IB Physics (2025-2030 syllabus) — Standard and Higher Level.
Key points
- Distance is a scalar quantity representing the total path length, while displacement is a vector representing the shortest straight-line distance from the start to the end point.
- Average speed is total distance divided by total time, while average velocity is total displacement divided by total time; the two can differ whenever the path is not a straight line in one direction.
- On a motion graph, the gradient of a displacement-time graph yields the instantaneous velocity, the gradient of a velocity-time graph yields the instantaneous acceleration, and the area under a velocity-time graph yields the displacement.
- The equations of motion (SUVAT) only apply to systems experiencing constant acceleration; they cannot be used when acceleration varies.
- In projectile motion, horizontal and vertical components of motion are independent of each other, linked only by the time parameter .
- Fluid resistance generates a drag force opposing the velocity vector, reducing the net acceleration of a falling body until the drag force balances the weight, leading to terminal speed where acceleration is zero.
Subtopic by subtopic
Distance, displacement, speed and velocity
All motion is measured relative to a chosen origin and positive direction, so the first step in any kinematics problem is fixing that frame.
Distance is a scalar: the total length of the path actually travelled, which can only stay the same or increase. Displacement is a vector: the straight-line change in position from start to finish, with both a magnitude and a direction, and it can shrink back to zero if the object returns to where it began.
Speed and velocity follow the same split. Average speed is total distance divided by total time, while average velocity is total displacement divided by total time. Instantaneous velocity is the rate of change of displacement at one moment: the gradient of the displacement-time graph at that instant, given over a vanishingly short time interval by:
Its magnitude is the instantaneous speed.
A concrete example makes the distinction sharp: an athlete who runs one complete track lap in covers a distance of (average speed ) but has zero displacement, so the average velocity is zero.
You must be able to:
- define each quantity precisely
- classify it as scalar or vector
- attach correct signs to one-dimensional motion
- calculate average values from journey data
Acceleration and motion graphs
Acceleration is the rate of change of velocity at one moment: the gradient of the velocity-time graph at that instant, given over a vanishingly short time interval by:
Because velocity is a vector, an object accelerates whenever its speed or its direction changes. A negative acceleration does not automatically mean slowing down; it means the acceleration vector points in the negative direction, which speeds the object up if it is already moving that way.
Motion graphs encode this information geometrically:
- On a displacement-time graph, the gradient gives velocity; a curved line means the velocity is changing.
- On a velocity-time graph, the gradient gives acceleration and the area between the line and the time axis gives displacement, with area below the axis counting as negative.
- On an acceleration-time graph, the area gives the change in velocity.
For example, a car that accelerates uniformly from rest, cruises, then brakes produces a velocity-time graph with a rising straight line, a horizontal section, and a falling line; the total area under all three sections is the distance travelled.
You should be able to:
- sketch each graph type for a described motion
- convert between graph types
- read gradients with a tangent for curved lines
- estimate areas under non-linear curves by counting grid squares
Equations of motion (SUVAT)
When acceleration is constant along a straight line, five quantities fully describe the motion:
- displacement
- initial velocity
- final velocity
- acceleration
- time
The four SUVAT equations each link four of these five, so the practical skill is to list the three quantities you know, identify the one you want, and pick the equation that omits the quantity you neither know nor need.
For example, the equation that avoids time is:
while the equation that avoids final velocity is:
The non-negotiable condition is constant acceleration: the equations fail for a car whose braking force varies or for a falling object with air resistance. Free fall near the Earth's surface (with resistance ignored) is the classic valid case, with directed downwards.
A clear sign convention is essential. Choosing upwards as positive for a thrown ball makes positive, , and a displacement below the launch point negative.
You must be able to select and rearrange the appropriate equation, apply consistent signs, and solve multi-stage problems by treating each constant-acceleration stage separately, carrying the final velocity of one stage forward as the initial velocity of the next.
Projectile motion
A projectile is an object moving freely under gravity alone after launch. The central idea is independence of components: the horizontal motion has zero acceleration (), so the horizontal velocity stays constant, while the vertical motion is uniform acceleration with .
The two are connected only through the shared time of flight , which is why the trajectory is a parabola.
The standard method is to resolve the launch velocity into components:
Then treat each direction with its own SUVAT analysis. At the highest point the vertical velocity is zero but the horizontal velocity is unchanged, so the projectile is still moving. For a ball rolled horizontally off a table, the fall time depends only on the height, and the landing distance is just the horizontal speed multiplied by that time.
With air resistance included, the path becomes asymmetric: the maximum height, range, and final speed are all reduced, and the descent is steeper than the ascent.
You should be able to calculate time of flight, maximum height, and range for level or elevated launches, and sketch how resistance distorts the ideal parabola.
Fluid resistance and terminal speed
When an object moves through a fluid, it collides with fluid molecules, generating a drag force that opposes its motion. This drag force typically depends on the velocity of the object: at low speeds (laminar flow) or at high speeds (turbulent flow).
As an object falls from rest under gravity, the net downward force is:
Because velocity increases, grows, which continuously decreases the net acceleration . This decrease in acceleration is non-linear and continues until , where the net force becomes zero and the object moves at a constant terminal speed.
A skydiver illustrates the whole story:
- immediately after leaving the aircraft the acceleration is
- the velocity-time graph then curves over as drag builds
- the diver levels off at a terminal speed
- opening the parachute increases the drag enormously, decelerating the diver to a new, much lower terminal speed for landing
Because the acceleration changes throughout, SUVAT equations cannot be applied to this motion. You should be able to explain each stage using force arguments, sketch the corresponding velocity-time and acceleration-time graphs (initial gradient , approaching a horizontal asymptote), and state the terminal-speed condition.
Formulae
To determine the final velocity when initial velocity, constant acceleration, and time elapsed are known.
To calculate the displacement when final velocity is unknown or not required under constant acceleration.
To calculate motion parameters under constant acceleration when the time duration of the motion is unknown.
To find displacement given the initial and final velocities over a known time interval with constant acceleration.
To find the average acceleration from a change in velocity over a time interval, for example when reading the gradient of a velocity-time graph.
Definitions
- Displacement
- The vector quantity that specifies the change in position of an object, directed from its initial point to its final point.
- Instantaneous Velocity
- The rate of change of displacement with respect to time at a specific instant, equal to the gradient of the displacement-time graph at that instant ( taken over a vanishingly short time interval).
- Average Velocity
- The total displacement of an object divided by the total time taken, a vector pointing in the direction of the overall displacement.
- Acceleration
- The vector quantity defined as the rate of change of velocity with respect to time, equal to the gradient of the velocity-time graph at that instant ( taken over a vanishingly short time interval).
- Terminal Speed
- The constant maximum speed achieved by an object falling through a fluid when the upward resistive force equals the downward gravitational force.
Worked examples
A projectile is launched from ground level with an initial velocity of at an angle of above the horizontal. Assuming negligible air resistance and taking , calculate the maximum vertical displacement reached by the projectile.
- 1First, resolve the initial velocity into its vertical component: .
- 2Identify the conditions at the maximum height: the vertical velocity and acceleration .
- 3Select the appropriate SUVAT equation to relate , , , and vertical displacement : .
- 4Rearrange the equation to isolate : .
- 5Substitute the values into the equation: .
Answer:
A cyclist travelling at accelerates uniformly at for along a straight road. Calculate (a) the final velocity and (b) the distance travelled during the acceleration.
- 1List the known quantities: , , .
- 2Find the final velocity with .
- 3Choose for the distance because , , and are all known.
- 4Compute the first term: .
- 5Compute the second term: .
- 6Add the two terms: to two significant figures.
Answer: (a) ; (b) (about )
A ball rolls off the edge of a horizontal table of height above the ground (the flat roof of a tall building) with a horizontal speed of . Ignoring air resistance and taking , calculate (a) the time taken to reach the ground and (b) the horizontal distance from the edge to the landing point.
- 1Treat the vertical motion separately with , (taking downwards as positive), and .
- 2Apply , which reduces to because .
- 3Solve for : .
- 4Take the square root to find the time of flight: .
- 5Use the constant horizontal velocity to find the range, carrying the unrounded time: .
Answer: (a) ; (b)
Common mistakes
- ×Using the SUVAT equations in situations where acceleration is not constant, such as an object falling with air resistance.
- ×Mixing horizontal and vertical components in projectile calculations; remember that horizontal speed remains constant () while vertical speed changes ().
- ×Incorrectly interpreting the area under a velocity-time graph when the curve crosses the time axis. Area above the axis represents positive displacement, while area below represents negative displacement.
- ×Confusing distance and displacement. Distance is the path length and can never decrease, whereas displacement is relative to the start point and can return to zero.
Exam tips
- ✓When asked to **sketch** a velocity-time graph for an object reaching terminal velocity, ensure the gradient starts at () and asymptotically approaches a horizontal line representing the terminal speed.
- ✓To **determine** displacement from a non-linear velocity-time graph, you must estimate the area under the curve by counting grid squares or using geometric approximations.
- ✓When you are asked to **calculate** projectile parameters, state your coordinate system and sign conventions clearly (e.g., upward vertical direction is positive) before substituting numerical values.
- ✓Always **distinguish** between vector and scalar quantities in qualitative explanations, as confusing velocity and speed can cost marks in definition questions.