|Memory and how to forget about it.||
Selby Evans is Thinkerer Melville in Second Life
Memory is a collection of habits that help people make effective use of experience. People who seem to have good memories really have effective habits. If you want to improve your memory, you want to improve your memory habits.
People have two common complaints about their memories:
I forget details that I later need.
I donít remember things at the time I need to.
Important details about memory. You can forget them if you want to.
You donít have a memory. You build a memory in the moment, one experience at a time. You use memories in the moment, one memory at a time.
You fix the details you will remember at the time of the experience. You may or may not be aware of the details. That is up to you. If you want to choose the details, you will do that more effectively if you aware of the choice.
You remember something when you notice a relevant cue. You donít have to be aware of the cue. If you want to choose the time to remember something, you will do it more effectively by focusing on the relevant cue when you choose the time to remember.
You can find plenty of advice about improving your memory on the web. The advice is reasonable, but most people read it and forget to follow it. Thatís partly because reading is a weak way to build memories. And partly because advice that fits everybody in general doesnít fit anybody very well.
Tube-sock model: one size fits all.
We made some tools that use the advice and help you adapt it to your objectives, to your experiences, and to your brain. So our advice is: Forget the advice. Remember the tools.
Storyboarder: You have plenty of memory potential. Just recall what you did an hour ago. Or yesterday. Or on some significant day a few years ago. Or the house you lived in ten years ago.
Un: Now stop reading, close your eyes, and imagine what you are recalling.
Vulcan: What you will notice is that, with the help of imagery, you can recall many details. Including many details that are no longer of any use to you.
Engineer: If you want a memory item to be of use to you, you need to think about how you will use it.
Un: And the time for thinking about that is when you decide you want it.
Canter: If you wait till you need it, you may be too late.
Copyright (c) D. F. Dansereau & S. H. Evans