Parent comment already mentions motion blur in movies.
In animation (2d, 3d, stop motion) there are smear frames: https://en.wikipedia.org/wiki/Smear_frame
In this thesis you can find examples from different media, including games: https://theses.fh-hagenberg.at/system/files/pdf/Lendenfeld18...
I'm not aware of any normal software intentionally using nonsensical frames in their UI to aid perceiving motion.
That was an analogy, and about art and artistic effect. What does it exploit in human vision??
Your example is even worse - it's a cost-driven degradation of quality
> smear frames helped to reduce production costs
> I'm not aware of any normal software
Ok, but that was the question to shift from some generic theory about how human vision isn't perfect and dynamic vs static to a practical example we can see and evaluate - just like the examples in the blog, where you can clearly see the issues both dynamically and statically