Kilani Excellence
Power Memory College
Chapter 2
Shapely Numbers
Overview
This chapter covers
a memory technique that establishes a Peg System (refer to Chapter 1’s Lights,
Camera, Action sections) based on the shapes of digits. Each digit from 0 to 9
is represented by a picture of an entity close to the digit’s shape. The list
of digit pictures becomes your frame of reference or memory list. New
information is linked to each digit picture, hence ‘pegging’ the information in
memory.
The chapter covers
the following topics:
Shapes
of Digits
Number
1, 2, 3, 4, 5, 6, 7, 8, 9 and 0
Numbers
10, 11 and 12
Advantages
and Limitations
Exercise:
Memory Movies
Shapes of Digits
Each digit has a
shape that can be linked to a visual, pictorial image. The pictures you choose
will become your Pegs; the elements of your memory list. New information can
then be fixed or attached to those Pegs using vivid, exciting, emotional action
movies.
The basic premise
of most memory techniques is that your unique frame of reference, your list of
Pegs, is exactly that: unique. We can suggest options that you can decide to choose from to establish your own context, but
ultimately the final list should be yours. The best frame of reference or memory
list enjoys the following characteristics:
Examine the
following Digit Shapes Table for suggestions to visual images of the digits,
and then decide which shapes/pictures you want in your own list. You should
have only ONE picture for each of the digits in your memory list. The table
contains the digits 0 to 9. Later, we shall suggest pictures for the numbers
10, 11 and 12 that will allow you to cover months, hours, and date-related
events such as birthdays, anniversaries and appointments.
|
Digit |
Shape 1 |
Shape 2 |
Shape 3 |
Shape 4 |
|
0 |
Donut |
Tyre |
Life-ring |
Ball |
|
1 |
Rocket |
Pen |
Pillar |
Stick,
Spear |
|
2 |
Swan |
Duck |
Cobra |
Sickle |
|
3 |
Pregnant
Woman |
Open
Handcuffs |
Vase |
|
|
4 |
Wind
Surfer |
Sailing
Boat |
|
|
|
5 |
Hook |
Bicycle |
|
|
|
6 |
Cannon |
Golf
Club |
Sitar |
|
|
7 |
Lamp |
Scythe |
Street
Light |
Axe,
Cobra |
|
8 |
Snowman |
Guitar |
Chinese
Balls |
Glasses/ Infinity |
|
9 |
Ice
Cream Cone |
Cowboy
Rope |
Tennis
Racket |
Balloon
on a String |
We shall now
examine each digit in detail, and provide examples of how to use the Shapely
Digits as the basis of a memory technique. We shall cover the first digit, 1,
with extensive details, the digits 2, 3 and 4 with illustrative examples, then
breeze through the other digits, as the concept is basically the same for all
digits.
We shall assume we
have a list of 10 items we need to remember. Our list consists of the following
items: bells, ceiling fan, car,
The Shapes of Digit 1
The digit 1 may be
pictured, in your mind’s eyes, as a rocket, pen, pillar, baseball bat, tie, arrow,
spear, stick, chopstick, antennae, art brush or generally any pointed narrow object.
The important thing here is to choose ONE object to represent the digit 1 and
use this object in all subsequent memory exercises and workouts.
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For the sake of
illustration, we shall use the picture object ‘rocket’
to represent 1. Hence, if we have a list of items to remember, we shall link
the first item with a rocket in a memory movie (refer to Chapter 1’s Lights,
Camera, Action sections).
For
example, if we wanted to remember the item ‘Bells’,
we can
visualise a rocket being launched in Houston that has hundreds of bells
attached to it. As the rocket inches upwards, the bells are ringing louder and
louder developing a deafening noise. Once the rocket reaches a certain height,
the bells are released and they shower above the rocket base station and the
onlookers.
Now, if later on we
wanted to recall the first item on
our list, then we initially think of our picture object, the rocket, that
represents the number 1, or first. This will bring forward to our memory the
memory movie associated with the rocket, and we can now ‘see’ the bells hanging
from the rocket, then ‘hear’ their ringing as the rocket climbs upwards, then
‘feel’ them raining on our heads when released. Hopefully, we can then recall
that the first item on our list was ‘bells’.
As you have
realised by now it’s all about making movies. Your success in developing your
memory is essentially dependent on your ability to direct many movies. Each
movie must be unique, vibrant, interesting, sensual, and, well, memorable.
The Shapes of Digit 2
The shape of digit
2 may be represented by a swan, a duck, egret, a cobra, an upside-down umbrella,
a sickle (a farming tool) or any shape with a semi-circular part.

For
illustration, let use assume our assigned object shape for the digit 2 is a
swan. The second object we want to remember in our list is a ‘ceiling fan’.
We now need to
create a memory movie connecting Swan with Fan. We can visualise a swan swimming gracefully in
the lake. Suddenly, the swan sees a huge alligator rushing towards it. The swan
starts flapping its wings, spinning around itself very quickly, creating a
helicopter fan-like motion, causing ripples radiating around it. The swan
slowly rises in the air, its wings rotating like fans, and flies away just in
time to escape the massive jaws of the alligator.
The Shapes of Digit 3
The shape of the
digit 3 is a bit more complex, so more imagination is needed here. It can be
represented by open handcuffs, a pregnant woman, a vase, a clover leaf?,
The picture object
we shall use for illustration is the handcuffs.
The third item on our list to remember is a car.

We are visualising
a gigantic handcuffs that acts as a race track. The car is positioned at the
start line, ‘vrooming’ its
engine to maximum tachometer reading. In a rush of wind, the car zooms along
the handcuffs race track, swerves along the curves and flies over the open gap.
Landing at the other side, the wheels bump the road with a blasting sound, and
then screech to a halt, swivelling violently.
The Shapes of Digit 4
The digit 4 picture
object can be a wind surfer, a sailing boat, or a kite (which has four 4s in
it).

The picture object
we shall use in our shapely digits memory list is a wind
surfer. The fourth item we need to remember is a chainsaw. We can just imagine the wind surfer sailing along the
top edge of the chainsaw, the sky is clear and the sun is shining. Suddenly,
the chainsaw starts vibrating and the wind surfer is now rocking fiercely from
side to side, trying to stay on the edge. The surfer is struggling to go up the
saw tooth edge, and then almost flies down the other side of the tooth,
striking the bottom forcefully. The force is so great that the wind surfer is
knocked off the surf boat and jumps down the side of the chainsaw to safety.
The Shapes of Digit 5
The digit 5 picture
object is most probably a C-clamp. However, you can also use picture objects
where a PART of the picture is close to the digit shape required, if you
prefer. An example is a hook, the front wheel/part of a racing bicycle or a
saxophone.

The Shapes of Digit 6
The picture objects
for the digit 6 can be a canon, golf club, sitar, a pipe or Yo-Yo.

The Shapes of Digit 7
The picture objects
for the digit 7 can be a street light, lamp, scythe, axe or drill.

The Shapes of Digit 8
The picture objects
for the digit 8 can be an hourglass, a snowman, guitar, Chinese therapy balls,
glasses or any shape or object with two circles (preferably, but not
necessarily, on top of each other).
The Shapes of Digit 9
The picture objects
for the digit 9 can be a balloon on a string, tennis racket, cowboy rope, hot air
balloon, party whistle or any shape with a round part and a ‘hanging’ part.

The Shapes of Digit 0
The picture objects
for the digit 9 can be a donut, tyre, life-ring, or your favourite ball.
The Shapes of Number 10
The number 10
obviously consists of 2 digits: 1 and 0. You can combine your chosen picture
objects for each digit to form a new ‘shape’, such as a Rocket with a Donut for
a base, or select a familiar pair of objects that represents the number 10.
Examples may include Laurel and Hardy, a baseball bat and ball, a soccer player
with ball or croquet.

The Shapes of Number 11
Number 11 is
usually represented by two parallel long objects. Examples may include railway
tracks, rugby goal posts, chop-sticks or 2 spaghetti noodles.
The Shapes of Number 12
The number 12 does
not have a direct resemblance shape. However, if we ‘stick’ the 2 very close to
the 1, then the shape
is formed. This is now a Harp.

Exercise: Memorising the Items List
We have given
examples of connecting digits/numbers picture objects for the numbers 1, 2, 3
and 4 above. Your exercise is to continue the items list above and link items 5
onwards to your chosen digit picture objects. Use the ‘Lights,
Camera, Action’
method.
Lights
Determine your own
list of the digits/numbers picture objects. It could be something like this
(but yours could be different):
|
1. Rocket |
2. Swan |
3. Handcuffs |
|
|
|
|
|
4. Wind Surfer |
5. C-Clamp |
6. Golf Club |
|
|
|
|
|
7. Scythe |
8. Guitar |
9. Tennis Racket |
|
|
|
|
|
10. Laurel and
Hardy |
11. Railway
Tracks |
12. Harp |
Go through the list
until you can recite it by heart and it is easy for you to remember. Try the
list going backwards from 12 to 1. Then try the list starting from 7 to 12 then
6 to 1. Then try recalling items in random order: 3, 6, 1, 8 and so on. You
should be able to visualise the complete list very quickly, in any order,
without a moment’s hesitation before you move on to Camera.
Camera
Take pictures of
the items list to be remembered. This could be something like this:
|
1. Bells |
2. Fan |
3. Racing Car |
|
|
|
|
|
4. Chainsaw |
5. Aeroplane |
6. Printer |
|
|
|
|
|
7. Desk |
8. Beach |
9. Earth Globe |
|
|
|
|
|
10. Telephone |
11. Baby |
12. Calculator |
|
|
|
|
Action
Make memory movies
starring your memory Pegs and your picture objects in the leading roles. Your
first (actually, fifth) memory movie will star the Hook and the Aeroplane; your
second (actually, sixth) memory movie will star the Golf Club and Printer, and
so on.
Once you completed
your 12th movie, stop. Make yourself a cup of coffee/team and return
after 10 minutes. Stop now.
OK. You are back. The fun now is to recall
the 8 movies you have just directed.
1.
Start by recalling the shape of digit 5
2.
Think of the memory movie you made starring the shape of digit 5
3.
Recall the co-star of the shape of digit 5 in the movie; that’s the list item
4.
Repeat the above 3 steps for each number from 6 to 12
I am
confident you have correctly remembered all items. If one has been missed, try
to make a new movie, for that item, but with a bit more ACTION. It is really a
matter of time before you will be able to create and direct unforgettable
movies and expand the powerful potential of your imagination. Please do not
forget (!) to have fun while practicing.