Creative Centers 2017-01-18T22:31:24+00:00

The Case for Creative Centers

Gyms and fitness centers can be found in every major city, in pretty much every suburb and development. Our society places tremendous importance and value on physical strength and a fit body. It is also a big business, with over Thirty-six thousand gyms earning over twenty-seven billion dollars in the U.S. each year.

A gym or fitness center is a place that provides the tools and environment to develop and exercise physically.

Now, what if this model was applied to something that is actually useful?

Like creativity. Imagination. Mental fitness.

Humans are special, because they can think, create, and imagine. If these abilities are not exercised, feelings of discontent, worthlessness, and a lack of purpose and meaning in life begin to arise.

In order to counteract this, more value must be placed on creativity. Imagine attending a gym to work out your mind, not body. A fitness center that provides the tools and environment to foster creativity.

The workout equipment can be replaced with a nearly endless variety of creative means. Digital audio workstations loaded with plugins, software and virtual instruments with MIDI instruments and controllers nearby. A digital art area, with the latest Wacom tablets, enabling the highest quality drawings and illustrations to be made by any member. Or if digital is not your thing, check out paints and brushes from the store and purchase a canvas at a discounted member price and head over to one of the open easels. The possibilities are as far reaching as one’s imagination.

Franchises could build recognition and credibility, which could be used to develop a marketplace where corporations and companies could then post creative jobs and contracts that members of the centers could take on for some extra cash. Similarly, members could develop and add profiles to the network, allowing their portfolios to be browsed by potential contractors.

Multiple franchises could diversify the creative markets, gearing their gyms towards certain clients and creative desires.

Creative hands-on seminars or instructional walkthroughs, scheduled on a calendar, would allow members to learn new skills and talents.

Surrounding oneself with a creative community should help motivate and propel attendees to finish projects and take on new challenges and goals.

The Concept Continued

Returning to the gym analogy, you can always purchase equipment for your own personal use. In terms of creativity, you can buy and set up many of these things in your own home studio. But the advantage of having a membership to a creative center is the variety, environment, extensive resources, community support, and comfortable atmosphere. A person will not have to be limited to only being creative with what they can purchase. They could have a desire to film a video short, design a costume, build a robot for battle, or work with a group to develop a personalized strategy board game.

Let’s imagine a scenario where these have been built and have become a daily part of life.

The marketplace at Creative Centers can allow companies to create tickets with potential jobs on them that need filling. Those who have spare time can work on such projects for a little extra cash. The Creative Center can take a small percentage of the job price and put the money towards expanding and enhancing the capabilities and equipment of the center. Attendees can create an optional profile through the center if they want to show their creative achievements and portfolio off to potential employers and contractors. The marketplace can also be used to sell creations and services.

Possible Membership Plans

Creative centers could call on local talent as well, and bring in community members for seminars and guided sessions. They can also call on their talent and offer them trips to other franchises for seminars, so that a steady tour of some of the franchise’s most talented creators get a chance to show as many people as possible their superior techniques and cutting-edge ideas. Ultimately, this should help future generations create, develop, and adapt at a faster rate.

Schools could partner with the creative centers and offer a dedicated bus route to them after-school for those students who wish to work on their creativity. Motivated Center owners could try to find public subsidies or grant money to allow a deal for students and/or poor nearby residents to partake in the center for a lower rate.

Centers should invest in self-guided, quality instruction, so that students can learn on their own how to do what it is they desire. Self-learning is very important in the creation process and will reduce the costs of operation the center, but not having to hire instructors. Youtube, Lynda, Udemy and plenty of other websites provide detailed instruction and guidance. Tablets, with the video guidance pre-loaded, are an excellent idea and could be set at each station.

  • The Think Tank
    • This a room designed for thought and intellectual experiments. Simulating a new form of society, government, currency, countries, philosophies, etc…
  • Creative Solutions Roundtable
    • This roundtable is designed for people to try can come up with creative new ideas and solutions to issues and problems mankind is struggling with in the present day.
  • Experimenter Rooms
    • These are rooms that can be rented out to users who want to set up an ongoing experiment and need a personal, secured location.
  • Architecture Room
    • This room teaches how to make blueprints, has computers loaded with architectural design programs and places an emphasis an constructing and incorporating new and futuristic designs into the present day.

Relaxing environments and stations could be added to clear the mind. A small zen-garden, puzzle area, and a controllable train-set are all examples of fun distractions.

A patent program could be created and modeled off the University patent system. In some essence, creative centers, will also be creative universities. They should encourage research, instruction and apprenticeship.

Or if a franchise became powerful enough and still retained some sort of moral compass, they could do mankind a great favor and try to destroy the patent system in its entirety. However, now we are delving into the obligations of the creatives and the intellectuals, which is another topic on its own, for another day. For now, stew on this concept. How would make it? What would you include? Would you find such a center useful? If the answer is no, ask yourself why.