Physics · Unit 1: Kinematics ·  Activity 1-1-3

Deep Dive: Vectors as Signed Numbers

🔬 Deep Dive
This is your textbook for this topic. Take your time. Read it more than once.
1.1.3.AConcept

Position and the Positive Direction

Every 1D motion problem starts with two choices you make before doing any math: a reference point (where is x = 0?) and a positive direction (which way does x increase?). Neither choice is dictated by the physics — they're conventions, the same way choosing which way is "up" on a map is a convention.

🔑Once you pick a positive direction, you must use it consistently for the rest of the problem. Switching conventions partway through is the fastest way to get a sign error that quietly ruins an otherwise correct answer.

The walker below always moves the same physical way — from the left mark to the right mark. Flip which direction you're calling positive and watch the sign of the displacement flip, while the actual walk on the floor stays identical.

024681012
the walk itself
2 m → 9 m, moving right
never changes
Δx under this convention
+7 m
flips with your choice
1.1.3.BMath

Velocity: A Signed Rate

With a sign convention in hand, displacement's rate gets its own name: velocity.

v_avg = Δx / Δt

This looks almost identical to average speed from Lesson 1-1-1, but the ingredients are different: velocity is built from displacement(signed), while speed is built from distance (always positive). That single difference is why velocity can be negative and speed cannot.

ExampleWorked Example — Signed Velocity

Taking rightward as positive, a skateboarder's position changes from x_i = 12 m to x_f = 4 m over 4 seconds. Find the average velocity.

1.1.3.CWatch Out

The Negative Velocity Misconception

This is the single most common error students carry out of this lesson: treating a negative sign on velocity as if it meant "slowing down" or "losing speed." It doesn't.

⚠️A negative velocity means motion in the negative direction — nothing about how fast that motion is, or whether it's speeding up or slowing down. An object moving at a steady −8 m/s is moving just as fast (and just as steadily) as one moving at +8 m/s; it's simply headed the other way.

Whether an object is speeding up or slowing down depends on comparing velocity to acceleration — a topic for Unit 1's next lesson set (1-2-1 and 1-2-2). For now, keep "sign of velocity" and "speeding up or down" completely separate in your head. They are answering different questions.

1.1.3.DConcept

Speed as Magnitude

Speed is the magnitude of velocity — the size of the number with the sign stripped off.

speed = |v|

This is exactly the same relationship as distance and displacement from Lesson 1-1-1, just one level up: distance is built from magnitudes of individual movements, displacement keeps the signs. Speed strips the sign from velocity the same way |Δx| would strip it from a single displacement.

1.1.3.EMath

Adding Signed Displacements

For a trip made of several legs, the total displacement is just the sum of each leg's signed value. Distance, by contrast, sums the magnitude of each leg, ignoring sign entirely — which is exactly why the two totals can end up so different.

Build a multi-leg trip out of signed movements. Distance adds every leg's size; displacement adds the signed values — so opposite-direction legs can cancel.

leg 1+5m
leg 23m
leg 3+4m
0526
time (s)20s
distance
12 m
displacement
+6 m
avg speed
0.60 m/s
avg velocity
+0.30 m/s
💡Notice what happens when you set two legs to opposite signs with similar magnitudes: displacement shrinks toward zero while distance keeps climbing. That's the round-trip idea from Lesson 1-1-1, now written with explicit plus and minus signs instead of the words "out" and "back."
1.1.3.FConcept

Looking Ahead

You now have the full signed-number toolkit for one-dimensional motion: position, displacement, velocity, and speed, all connected by consistent sign conventions. Lesson 1-2-1 will put velocity on its own vertical axis — a velocity-time graph — where the sign of the line's height (not its slope) tells you direction, and the slope becomes a brand-new quantity: acceleration.

🔑Keep this straight going forward: on a position-time graph, slope is velocity. On a velocity-time graph, slope will be acceleration, and it's the graph's height that gives you velocity directly. Same skills, new axis.
← Back to Activity 1-1-3Do the Activity →Next up: Project 1-1-4, Motion Detector Graph Match.