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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.

 

              

 

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.