Kilani Excellence
Power Memory College
Chapter 3
Inspirational 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 familiarity of numbers. Whenever any number is mentioned to you, it inspires (arouses,
animates, brings forward) a certain image or picture of something
commonly associated with that number. Each number
can then be represented by the picture object of the entity close to the
number’s common associations. The pictorial list of number inspirations becomes
your frame of reference or memory list. New information is linked to
each symbolic picture, hence ‘pegging’ the information in memory.
The chapter covers
the following topics:
Numbers
Inspirations
Number
1, 2, 3, 4, 5, 6, 7, 8, 9 and 10
Numbers
10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20
Advantages
and Limitations
Exercise:
Inspirational Memory Movies
Numbers Inspirations
Each number has a common
association that can be visualised in a pictorial image. An example is the
number 2 representing things that come in 2s or as a pair: chopsticks, bicycle,
Noah’s Ark, etc. The images 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:
We shall now
examine each number in detail, and provide examples of how to use the Inspirational
Numbers as the basis of a memory technique. We shall cover the first number, 1,
with extensive details, the numbers 2, 3 and 4 with illustrative examples, then
breeze through the other numbers, as the concept is basically the same for all
numbers.
The Inspirations of Number 1
The number 1 usually
inspires uniqueness (‘one of a kind’), singularity (‘only one winner’),
sequence (‘one after another’), the top winner/highest achiever or
predominantly narrow, long shapes. Hence, some examples may include:
Hence the number 1 may
be pictured, in your mind’s eyes, as a Holy/saintly figure (white beard, etc), superhero,
gold medal, champion cup, champagne bottle, etc. or generally any pointed narrow
object, if your inspiration is the shape of number 1. Choose ONE object to
represent the number 1 and use this object in all related 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).
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 Inspiration of Number 2
The number 2 brings
forward to memory things that either usually come in pairs or have one of two
states. Some inspirations may include:

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 Inspirations of Number 3
The number 3 is commonly
associated with entities that are grouped in 3s or have 3 extensions. Hence,
the inspirations of the number 3, and their associated picture objects, may
include:
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 Inspirations of Number 4
The number 4 inspires
pictures of objects that have four parts or sound like the word ‘four’. Hence,
the picture objects can include:
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 Inspirations of Number 5
The number 5
picture objects are mostly related to entities with 5 sides, parts or
extensions. The most common are:
The Inspirations of Number 6
The inspirational picture
objects for the number 6 can be:
The Inspirations of Number 7
The inspirational picture
objects for the number 7 are quite common and plenty. They can include:
The Inspirations of Number 8
The inspirational picture
objects for the number 8 can include:
The Inspirations of Number 9
The inspirational
picture objects for the number 9 can be:
The Inspirations of Number 10
The inspirational picture
objects for the number 10 can include:

The Inspirations of Number 11
The inspirational
picture objects for the number 11 can include:
The Inspirations of Number 12
The inspirational
picture objects for the number 12 can include:

The Inspirations of Number 13
The inspirational picture
objects for the number 13 can include:
The Inspirations of Number 14
The inspirational picture
objects for the number 14 can include:
The Inspirations of Number 15
The inspirational
picture objects for the number 15 can include:
The Inspirations of Number 16
The inspirational
picture objects for the number 12 can include:
The Inspirations of Number 17
The inspirational picture
objects for the number 17 can include:
o The age when you can drive a car in Britain (Young man driving)
o
A film called Seventeen (a film movie camera)
The Inspirations of Number 18
The inspirational picture
objects for the number 18 can include:

The Inspirations of Number 19
The inspirational picture
objects for the number 19 can include:
The Inspirations of Number 20
The inspirational
picture objects for the number 20 can include:
The Inspirations of Number 21
The inspirational picture
objects for the number 12 can include:
Here is a tabular summary of the above Number Inspirations:
|
Number |
Inspiration 1 |
Inspiration 2 |
Inspiration 3 |
Inspiration 4 |
|
1 |
Pillar |
Tree |
Tie |
|
|
2 |
Noah’s Ark |
Newly Weds |
Chopsticks |
Dumbbells |
|
3 |
3 Little Pigs |
Stool (3 legs) |
Traffic Lights |
Pyramids of Egypt, Trinity, Knife/Fork/Spoon |
|
4 |
Car (4 wheels) |
Table (4 legs) |
Animals |
Door |
|
5 |
Pentagon |
Olympic Rings |
Hi 5 |
|
|
6 |
Subway sandwich |
Cricket |
6-Wheeler |
|
|
7 |
7 Dwarfs (Snow White) |
James Bond |
Lucky: Dice / Casino Calendar (Days of the Week) |
Wonders of the World |
|
8 |
Ice Skating |
Chess |
|
|
|
9 |
Lives of a Cat |
|
|
|
|
10 |
Downing Street |
Perfect Score |
GST (Australia) |
Digits on a Telephone/ATM |
|
11 |
Soccer Team |
|
|
|
|
12 |
Hours on a Clock |
Signs of the Zodiac |
Eggs in a Carton |
Calendar (year/ months) |
|
13 |
Friday (Unlucky) |
Suite of a Card Deck |
|
|
|
14 |
Valentine |
|
|
|
|
15 |
Film Classifcation |
|
|
|
|
16 |
Sweet Sixteen: Candy |
|
|
|
|
17 |
Young driver |
Film |
Mathematicians |
|
|
18 |
Golf Course (18 holes) |
Voting Booth |
Beer |
Napoleon |
|
19 |
Teen pondering |
|
|
|
|
20 |
20th Century Fox |
20 cigarette pack |
|
|
|
21 |
21st Birthday: Key |
|
|
|
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. Hook |
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/tea and return
after 10 minutes. Stop now.
OK. You are back.
Here we go again, just like we did in the previous Chapter 2.
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. As always, please do not forget to have fun
while practicing; enjoying the exercise will greatly ‘fire up’ your
imagination.