Our Voices - Telling the stories of New Zealand youth at Auckland Museum | NDF25
Watch on YouTubeVideo summary
In 2024, the Tamira Oakland War Memorial Museum launched a collaborative project titled "Our Voices," funded by the Ministry for Business Innovation and Employment to explore the factors shaping the well-being of young people in Aotearoa, New Zealand. This initiative built upon the "Growing Up in New Zealand" study, utilizing an innovative research method involving the app "Tomato Leena" to create a friendly environment where youth could share their lived experiences. The primary goal was to translate this research into an engaging visitor experience that highlighted the perspectives of young people on significant societal issues, ranging from school support systems and mental health coping strategies to the impacts of the COVID-19 pandemic. By prioritizing content that resonated with the public, the museum aimed to ensure visitors left feeling inspired by how young voices are making a difference in their communities.
To achieve this, the museum developed an immersive installation that paired visual and audio mechanics to create an accessible and interactive journey for guests. The experience utilized motion-activated spotlights to trigger audio recordings and graphics displayed on a large projection screen, while directional speakers positioned above each spotlight gave visitors the sensation of being directly addressed by the young participants. Recognizable characters from the original research app were adapted to embody these voices, accompanied by specific colors and visual elements that maintained authenticity. The content featured anonymized voice recordings from a cohort of 800 young people across the country, allowing adults and children alike to connect with thoughts on topics like equality, friendship, and personal resilience, effectively bridging generational gaps through shared understanding.
The development process was streamlined by partnering with the creative agency PHQ, leveraging their existing relationship and track record to meet tight turnaround times while ensuring high-quality output. On-site testing sessions facilitated rapid adjustments, resulting in a successful launch that met its intended learning outcomes with impressive metrics: 91% of adult visitors gained new insights into youth views, 75% felt inspired, and approximately 87% enjoyed the exhibition. The experience attracted a diverse audience, including solo adults, groups, and children aged eight to twelve, with additional interest from younger children under seven who engaged with the interactive elements. Data analysis revealed that about 30% of total museum visitors interacted with the exhibit during the project duration, demonstrating a level of engagement that surpassed other digital kiosks and experiences available at the venue.
Overall, the "Our Voices" project successfully elevated the voices of Rangatahi (youth) in Aotearoa by combining interpretive research, technology, and creative design to offer a unique interactive offering distinct from previous digital initiatives. The collaboration between internal teams and external partners proved highly effective, fostering a creative environment that aligned on shared goals and delivered a meaningful experience for all age groups. While the exhibit was not currently designed as a touring show or for online distribution, the team acknowledged its potential as a portable attraction given the national diversity of the sampled cohort. Ultimately, the project stood as a testament to how museums can creatively collaborate across disciplines to amplify young voices, providing both educational value and emotional resonance for visitors reflecting on the maturity and perspectives of New Zealand's youth.
Read the full video transcript
Um, in 2024, Tamira Oakland War Memorial
Museum embarked on a collaboration with
our voices. Our voices is an innovative
project funded by the Ministry for
Business Innovation and Employment for
the purpose of seeing what shapes the
well-being of young people in Alterora,
New Zealand.
The project sampled a group of young
people uh 13 years old to be specific
from the growing up in New Zealand study
and utilized an innovative new research
method the app tomato leena our journey
and this was to be a fun and friendly
environment for young people to share
their lived
experiences as part of their mahi our
voices aimed to create a visitor
experience in collaboration with Oakland
Museum that would allow the public to
hear the voices of young people in the
research in an engaging and exciting
way. This project would prove very fast
and at times challenging, working with
an external uh research project to make
a visitor friendly experience aimed at
our core family audience of children
ages 8 to
[Music]
12. Um, so for this project, we wanted
to, like Nick said, create an engaging
interactive experience that allowed our
visitors to hear the voices and opinions
of the young participants that took part
in the Growing Up in New Zealand study.
It was important for us that the aspect
of hearing these young people's voices
was
emphasized. Um, our learning outcomes
for this uh experience were that um
visitors should be able to gain an
understanding about what young people
have to say on big issues that are
relevant to them. That visitors should
come away feeling inspired by examples
of young people's voices making a
difference in Alteora. and that exper
the experience is enjoyable for our
young target
audience. So, a bit about the experience
itself. Um, we went with a approach that
paired both visual and audio mechanics
to create an accessible experience that
was simple and engaging for visitors.
Motion activated spotlights were used to
trigger the audio voices and graphics
that were displayed on a large
projection screen um area in the space
and the directional speakers were used
above each spotlight to give the
visitors a sense that the voices were
speaking to them. Uh a clear visual
approach was developed with our creative
partner PHQ that drew on aspects of the
R Journey app and was adapted for this
experience. The recognizable characters
from our Journey app were used to embody
the voices of the study's participants
as well as colors and other visual
elements. And here is a quick video
showing you how the experience worked.
[Music]
Uh the first step of developing the
experience was to prioritize pieces of
research uh that would be of greatest
interest to the public. So these run
everything from school and support
systems to big societal issues that we
all face like the CO 19
pandemic. To get the data from the Our
Voices study into a form that would
excite the public, uh we decided to use
anonymized voice recordings to represent
the voices of the real research
participants. These would bring the
voices of the 800 young people to life
as well as adding another sensory layer
to the experience. Um, after auditioning
some very talented young people, we used
a cohort to record the responses and
bring them to life in this studio. I'm
going to view a little sample of the
children. Talking to my sister helps me
get rid of things on my mind. Sleeping
helps me not think about it at all.
My friends are really good listeners and
comfort and support me.
If we don't accept each other and our
differences, we haven't achieved
equality yet.
If something is not right, I can give my
opinion and support and try making a
difference.
During the development of the
experience, we regularly worked with and
updated the Our Voices team, taking
their feedback on board and making sure
we were staying as authentic as possible
to the voices of the young research
participants. As previously mentioned,
we worked closely with a creative
partner, PHQ, to bring this experience
to life. We wanted to find a partner
that we ideally had an existing
relationship with and who had a proven
track record of developing similar
experiences. Um, as this project had a
fairly tight turnaround time, we went
out to a small number of creative
agencies with a brief outlining the
project's vision and aims to which they
responded with some creative
solutions. Once the creative solution
was decided on by our internal project
team, we got to work with the
development of this experience.
We found that the process of developing
and testing the experience went fairly
smoothly um due to the fact that we did
have that pre-existing relationship with
the creative partner and that both
internal and external team members
aligned on the aims and goals of the
project. Working with a Tamaki based
creative partner meant that we had the
advantage of including them in the
on-site testing process which allowed
for fixes and adjustments to be
identified and made during these testing
sessions. Um after a successful launch
followed by visitor analysis over last
summer, the experience met its intended
learning outcomes with flying colors. In
terms of the key outcomes of knowledge,
inspiration, and enjoyment, uh 91% of
adult visitors gained insight into the
views of young people, 75% were
inspired, and around 87% enjoyed the
exhibition. The target audience of actor
to 12 was well represented with
additional interests from ages 0 to 7
who enjoyed the interactive elements. Uh
solo adults and adults in groups were
surprisingly well represented in the
visitation for the experience with many
enjoying the ability to engage with the
thoughts of young people.
We had a wide range of very positive
feedback from adults and children alike
with surprisingly high appeal to the
adults that I mentioned. So children
connected with their older peers
learning in a tuana older to younger
sibling way whilst adults appreciated
the maturity of thoughts of young people
and reflected on their perspectives.
Overall the experience successfully
elevated the young voices of Rangatahi
in Altereroa.
So just some info about the um
visitation and usage of the experience.
Uh we were able to gather some great
data on the usage and interaction of the
experience including most popular days
um spotlights and busiest
days. And we also found that um we had
around a 30% of total visitors visitors
to the museum throughout the duration of
the project were interacting with the
experience. um which when we compare
that to interaction data with some of
our digital kiosks and other
experiences, it's um shows a really high
level of visitor
engagement. So overall, we feel that
this project was successful both in
terms of learning outcomes and project
team collaboration. We were able to
bring together the right internal
interpretive research and technology
team members as well as a highly capable
creative partner to create an experience
that met our research partners' goals
and vision for the project. The Our
Voices project allowed us to work
collaboratively and creatively across
teams and disciplines to offer an
interactive experience to our visitors
that stands out from our digital
interactive offering at Tamaki
Panga. Thank you.
Um and then uh uh Jess and Nick on the
growing up in New Zealand project. Um
the question is is there any thought
going into making the experience a
tiring exhibit? I assume that was
supposed to be touring. Um uh or so is
it touring or is there uh any potential
for the uh content to be shared online
or in other forms? Um, in short, not as
of yet, but I think it could be quite a
fun touring show for sure. Um, and I
think it's, yeah, it it was really cool
because we the data, like I said, the
800 the cohort that were sampled for
experience was from all over the
country. So, in some ways, it could be
quite meaningful to actually do that at
some point. Fantastic. Thank you.