Learn by Novus · Open practice pack v1

Diagrammatic reasoning: transformations, flows, and rule diagrams: open practice pack: worked explanations

100 untimed questions across 10 authored sections.

This is untimed educational practice for one cognitive skill. It is not a clinical, diagnostic, employment, or professionally recognized assessment, and it does not produce an IQ score or credential.

Worked explanations

diagrammatic-reasoning-s01-q01

An 'Add 4' box outputs its input plus 4, so 9 becomes 9 + 4 = 13.

diagrammatic-reasoning-s01-q02

Doubling multiplies the input by 2, so 7 becomes 14.

diagrammatic-reasoning-s01-q03

Reversing writes the sequence back to front, so P-Q-R becomes R-Q-P. The middle item stays in place for a three-item sequence.

diagrammatic-reasoning-s01-q04

The box deletes only the final item (plum), leaving the rest in their original order.

diagrammatic-reasoning-s01-q05

A quarter turn clockwise moves an upward arrow to point right, imagine turning a clock hand from 12 to 3.

diagrammatic-reasoning-s01-q06

Only the two end symbols trade places (★ and ■); the middle symbols stay exactly where they were.

diagrammatic-reasoning-s01-q07

Halving divides the input by 2, so 26 becomes 13.

diagrammatic-reasoning-s01-q08

The box changes shading only, so the triangle keeps its shape but flips from white to black.

diagrammatic-reasoning-s01-q09

Repeating the whole sequence writes the complete run again after itself, giving A-B followed by A-B, not each symbol doubled in place.

diagrammatic-reasoning-s01-q10

6 − 6 = 0, a valid output; an operator can produce zero.

diagrammatic-reasoning-s02-q01

Work left to right: 5 + 3 = 8, then 8 × 2 = 16.

diagrammatic-reasoning-s02-q02

12 ÷ 2 = 6, then 6 − 2 = 4.

diagrammatic-reasoning-s02-q03

Reversing gives T-A-C; removing the last letter of that result leaves T-A. Apply each box to the previous box's output, not to the original input.

diagrammatic-reasoning-s02-q04

North turned 90° clockwise points east; a further 180° turn points it the opposite way, west.

diagrammatic-reasoning-s02-q05

Removing the first item leaves 4, 6, 8; reversing that gives 8, 6, 4.

diagrammatic-reasoning-s02-q06

3 squared is 9, and 9 + 1 = 10.

diagrammatic-reasoning-s02-q07

Toggling makes the circle black, and rotating a circle produces no visible change. Some operators have no effect on symmetric figures.

diagrammatic-reasoning-s02-q08

Swapping the end letters of STAR gives RTAS; reversing RTAS gives SATR. Track the intermediate result carefully at each stage.

diagrammatic-reasoning-s02-q09

18 − 4 = 14, then 14 ÷ 2 = 7.

diagrammatic-reasoning-s02-q10

Order matters in a pipeline: doubling first gives 12, then adding 2 gives 14, a different result from the original wiring.

diagrammatic-reasoning-s03-q01

Test each candidate against every pair: adding 3 fits 3→6 but fails 5→10, and squaring would turn 9 into 81. Only doubling fits all three examples.

diagrammatic-reasoning-s03-q02

Halving fits 6→3 but fails 10→7; subtracting 3 is the only rule that fits every pair.

diagrammatic-reasoning-s03-q03

For a three-letter word several rules look identical, so use the longer example to separate them: swapping only the end letters of STOP would give PTOS, not POTS. Full reversal fits both.

diagrammatic-reasoning-s03-q04

Multiplying by 4 fits 4→16 but fails 5→25, and adding 12 fails 5→25 too. Each output is the input multiplied by itself, so the box squares.

diagrammatic-reasoning-s03-q05

In both examples the output is the original sequence with its opening symbol appended at the end, nothing else moves.

diagrammatic-reasoning-s03-q06

Adding 8 fits 7→15 but fails 10→21, and tripling-minus-6 also fails 10→21. Doubling then adding 1 fits all three pairs. Always check every example, not just the first.

diagrammatic-reasoning-s03-q07

Both examples keep their shape while black and white exchange, so the rule acts on shading alone.

diagrammatic-reasoning-s03-q08

Subtracting 6 fits 12→6 but fails 20→10; each output is exactly half its input, so the box halves.

diagrammatic-reasoning-s03-q09

Every output is the input with just its final letter missing: removing vowels would have turned RAIN into RN.

diagrammatic-reasoning-s03-q10

All four candidate rules turn 2 into 8, but only cubing also turns 3 into 27: a single example rarely pins down a rule, so seek a second one before deciding.

diagrammatic-reasoning-s04-q01

The count rises by one dot per frame, so the next frame shows 5 dots.

diagrammatic-reasoning-s04-q02

The shading alternates every frame, and the last square shown was white, so black follows.

diagrammatic-reasoning-s04-q03

Each frame turns the arrow 90° clockwise (up → right → down), so the next quarter turn points it left.

diagrammatic-reasoning-s04-q04

Two features change independently: the count rises by one each frame while the shading alternates. After 4 white comes 5 black.

diagrammatic-reasoning-s04-q05

Each shape has one more side than the last (3, 4, 5), so a six-sided hexagon comes next.

diagrammatic-reasoning-s04-q06

The star moves one corner clockwise each frame, so from bottom-right it reaches bottom-left.

diagrammatic-reasoning-s04-q07

Two rules alternate: double, then subtract 1 (2→4→3→6→5→10→9). The next step doubles again: 9 × 2 = 18.

diagrammatic-reasoning-s04-q08

The gaps grow by one each step: +2, +3, +4, so the next gap is +5. Five letters past J is O.

diagrammatic-reasoning-s04-q09

Track each feature separately: the size cycle returns to small, while the rotation continues from down to left.

diagrammatic-reasoning-s04-q10

Each row rises by 1 from left to right (and each row starts one higher than the row above), so the final cell holds 5.

diagrammatic-reasoning-s05-q01

7 is odd, so the No branch applies: 7 + 3 = 10.

diagrammatic-reasoning-s05-q02

12 is greater than 10, so it is halved to 6.

diagrammatic-reasoning-s05-q03

9 is odd, so it becomes 10; 10 is greater than 8, so subtracting 5 gives 5. Re-test the condition on the updated value, not the original.

diagrammatic-reasoning-s05-q04

ORANGE has 6 letters, so it becomes ORANG; ORANG starts with the vowel O, so it is reversed to GNARO.

diagrammatic-reasoning-s05-q05

15 is a multiple of 3, giving 5; 5 is odd, so adding 1 gives 6.

diagrammatic-reasoning-s05-q06

At 1.5 kg the parcel passes the weight test, so the fragile question decides: fragile parcels go to Depot C.

diagrammatic-reasoning-s05-q07

Weight is tested first, so the 2.5 kg fragile parcel still goes to Depot B. Only a parcel at 2 kg or under that is not fragile reaches Depot A.

diagrammatic-reasoning-s05-q08

24 halves to 12; 12 divides by 3 to give 4; 4 is not greater than 5, so adding 10 gives 14.

diagrammatic-reasoning-s05-q09

Check each backwards path for consistency: an even input would be 9, but 9 is odd, contradiction. An odd input of 13 gives 13 + 5 = 18 and stays consistent.

diagrammatic-reasoning-s05-q10

6 is even, so the pair becomes (9, 6); the sum 15 exceeds 14, so the sum itself is output. Note that swapping never changes a sum.

diagrammatic-reasoning-s06-q01

From Amber, one change reaches Red and a second completes the cycle to Green.

diagrammatic-reasoning-s06-q02

Turning the key moves Locked to Closed, and pushing then opens the door.

diagrammatic-reasoning-s06-q03

The coin moves the machine to Ready and the button press moves it on to Printing.

diagrammatic-reasoning-s06-q04

The first press does nothing in Idle; the coin then moves it to Ready and the second press starts Printing. Signals with no listed transition are simply ignored.

diagrammatic-reasoning-s06-q05

Trace floor by floor: 2 → 3 → 4 → 3 → 4.

diagrammatic-reasoning-s06-q06

Fill advances to Wash, then Rinse; the hold keeps it at Rinse; the final advance reaches Spin.

diagrammatic-reasoning-s06-q07

The first coin unlocks it, the second coin is ignored, the first push relocks it, and the second push is ignored, ending Locked.

diagrammatic-reasoning-s06-q08

Every crate passes through Station 1 first; crate 8 is even, so it is routed on to Station 3 and never sees Station 2.

diagrammatic-reasoning-s06-q09

Two tasks drop the status to Tired; the third task only counts one of two; the rest restores Fresh and clears the count; the final task leaves the status still Fresh.

diagrammatic-reasoning-s06-q10

The second 20p lifts credit to 40p, triggering a vend that leaves 10p; the final 10p brings credit to 20p, below the vend threshold.

diagrammatic-reasoning-s07-q01

Both examples double their input, so ◆ turns 6 into 12.

diagrammatic-reasoning-s07-q02

Both examples reverse the sequence, so R-S-T becomes T-S-R.

diagrammatic-reasoning-s07-q03

● adds 3 in both examples, so the pipeline gives 4 × 2 = 8, then 8 + 3 = 11.

diagrammatic-reasoning-s07-q04

In both examples only the first item disappears, so ▲ removes the opening item and X-Y-Z becomes Y-Z.

diagrammatic-reasoning-s07-q05

Squaring fits 3→9 but fails 5→15, and adding 6 fails 5→15 too, only multiplying by 3 fits both examples.

diagrammatic-reasoning-s07-q06

P turns 2 into 4 and 5 into 10, so Q must turn 4 into 9 and 10 into 15, adding 5 fits both runs.

diagrammatic-reasoning-s07-q07

The rotation turns the arrow to point right, and the toggle then flips it from white to black.

diagrammatic-reasoning-s07-q08

Test both wirings: halving first gives 3 then 5, while adding 2 first gives 8 then 4, only halve-then-add matches the observed output.

diagrammatic-reasoning-s07-q09

Compute the intermediate stage first: reversing gives 2-7-4 and 5-1, so ◇ must drop the final item to leave 2-7 and 5.

diagrammatic-reasoning-s07-q10

Work backwards: the final Double must have received 7, so X turned 10 into 7: it subtracts 3, turning 12 into 9.

diagrammatic-reasoning-s08-q01

3 → 6 → 12 → 24; 24 is the first value over 20, and the loop stops there rather than doubling again.

diagrammatic-reasoning-s08-q02

2 → 4 → 8 → 16 → 32, four doublings bring the number past 30.

diagrammatic-reasoning-s08-q03

100 → 85 → 70 → 55 → 40; the condition '40 or less' is met exactly at 40, so no further pass runs.

diagrammatic-reasoning-s08-q04

1 → 4 → 7 → 10 → 13: four additions reach the threshold exactly.

diagrammatic-reasoning-s08-q05

DIAGRAMS has 8 letters, so four removals from the end leave the first four: DIAG.

diagrammatic-reasoning-s08-q06

9 is odd → 14; 14 is even → 7; 7 is odd → 12. Re-test the even/odd condition on each new value.

diagrammatic-reasoning-s08-q07

Track the pass number separately from the value: 5 → 7 → 6 → 8 → 7 after passes 1 to 4.

diagrammatic-reasoning-s08-q08

48 → 24 → 12 → 6 → 3; the loop stops at 3 because the condition 'while even' finally fails.

diagrammatic-reasoning-s08-q09

7 → 10 → 5 → 8 → 4. Note that 5 is not below 5, so the loop must continue past it. Read stopping conditions literally.

diagrammatic-reasoning-s08-q10

Adding 2 to an odd number always gives another odd number, so the stopping condition can never be met, checking whether a loop can terminate is part of reading a process diagram.

diagrammatic-reasoning-s09-q01

Simulate each fault: with Add 5 broken the output would be 6, and with both broken it would be 3. Only a broken Double explains 8, since 3 + 5 = 8 passed straight through.

diagrammatic-reasoning-s09-q02

If Reverse did nothing, the Remove box would trim A-B-C-D to A-B-C. Exactly what was observed. A broken Remove box would instead have produced D-C-B-A.

diagrammatic-reasoning-s09-q03

With Subtract 2 broken, the Triple box receives 6 unchanged and outputs 18, matching the observation. A broken Triple box would have given 4.

diagrammatic-reasoning-s09-q04

The rotation clearly happened (the arrow points down), but the shading never flipped, so the toggle box passed its input through untouched.

diagrammatic-reasoning-s09-q05

Simulate each single fault: a broken Add 1 gives 4 → 8 → 5; a broken Double gives 2; a broken Subtract 3 gives 10. Only the first matches the actual output of 5.

diagrammatic-reasoning-s09-q06

A broken first Double gives 5 → 1 → 2; a broken second Double gives 6; a broken Subtract 4 gives 10 → 10 → 20, which matches the observation.

diagrammatic-reasoning-s09-q07

Correct behaviour would give 17 and doing nothing would give 7; the observed 27 equals 7 + 10 + 10, the rule applied twice over.

diagrammatic-reasoning-s09-q08

With Halve broken the sum is 12 + 4 = 16, matching the observation; a broken Subtract 8 would give 6 + 12 = 18 and both broken would give 24.

diagrammatic-reasoning-s09-q09

With the first Remove broken, the full list is reversed to 4-3-2-1 and then trimmed to 3-2-1: the observed result. A broken Reverse would give 3-4, and a broken second Remove would give 4-3-2.

diagrammatic-reasoning-s09-q10

Judge each run separately against its expected output: 6 matches 3 doubled, but 8 does not match 16, an intermittent fault that only some test runs reveal.

diagrammatic-reasoning-s10-q01

Stage by stage: the arrow turns east, is toggled to black, then turns south. The two quarter turns combine into a half turn regardless of the toggle between them.

diagrammatic-reasoning-s10-q02

From the examples, ● adds 3 (12 → 15 and 20 → 23). Reversing the order changes the result: 8 + 3 = 11, then doubled to 22.

diagrammatic-reasoning-s10-q03

3 × 5 = 15, and the difference between 15 and 4 is 11.

diagrammatic-reasoning-s10-q04

First pass: 9 is odd, so (9 + 7) ÷ 2 = 8. Second pass: 8 is even, so it is squared to 64. Re-test the routing condition on the new value.

diagrammatic-reasoning-s10-q05

The first pair shows a 90° clockwise rotation with shading preserved; rotating a left-pointing arrow 90° clockwise points it up, still black.

diagrammatic-reasoning-s10-q06

Only a broken Add 2 explains the test: 5 → 10 → 9 (a broken Double gives 6 and a broken Subtract 1 gives 14). Through the same fault, 10 doubles to 20 and then loses 1, giving 19.

diagrammatic-reasoning-s10-q07

Each full pass maps n to 2n + 1: 2 → 5 → 11 → 23, and 23 is the first value past 20.

diagrammatic-reasoning-s10-q08

The machine pairs arrivals: 3 is stored, 4 triggers the output 7; then 6 is stored and 2 triggers the output 8.

diagrammatic-reasoning-s10-q09

Black dots rise by 1 while white dots fall by 2 each frame, so the fifth figure has 5 black and 0 white, 5 dots in total.

diagrammatic-reasoning-s10-q10

★ triples and ✦ halves, so the chain runs 4 → 12 → 6 → 18 → 9. Deduce each operator from its examples first, then trace the chain one step at a time.