Participants 2017


We are a Social Enterprise called Collaborate run by four young Wellington women. We have designed a platform for matching volunteers skills with opportunities in community and cultural organisations like museums and charities.
It functions much the same as popular dating sites but instead matches young people and skilled professionals alike with opportunities to use their skills for good. By making connection fast and easy the collaborate app boosts volunteer engagement, especially amongst the missing millennial demographic.

Organisations can tap into this talent by posting opportunities and viewing the profile of interested volunteers; which includes users volunteer history and feedback tracked through the app.

It's a win win. Empowering communities by making it easier for volunteers to give and grow their skills on projects they care about, and increasing the capacity and capability of organisations.
In New Zealand volunteers outnumber paid staff in both charities and museums. Collaborate streamlines this essential operating function for both sectors - connecting them to the skills and people they need, whilst massively reducing the time and money spent on volunteer sourcing and management.


Every 15 minutes Te Papa receives an email from a local artist looking to display their wares in the museum store.

These aspiring creatives often don’t have basic legal requirements, such as a GST number, or understanding of financial concepts like consignment that are required to sell with Te Papa. We are building a system that tackles this problem by upskilling artists and helping institutions find work that fits within their cultural mandate.

At XPECTR we are looking to make local institutions accessible to local artists.

I Want To Experience

I Want To Experience uses immersive Virtual Reality to take users into the intimate worlds of explorers, innovators, curators and scholars.  Passionate experts tell you what they are most curious about - what they've spent their lifetimes’ studying. We provide an avenue through which cultural Institutions can unlock their human treasures, reach geographically unbound audiences and deepen the learning experience for their visitors.

We’re using the skills we’ve mastered creating content for blockbuster Hollywood films at Weta Digital to pioneer a new genre of information interchange that is only now, with the release of consumer-oriented VR technology,  becoming possible.


ContinUX brings together software development, user experience research, and culture and heritage sector expertise to create intelligent software that supports the delivery of personalised visitor experiences for galleries, libraries, archives, and museums.

Our first product MORPH will generate unique experiences for museum visitors by

  • engaging with visitors through use of identification and user segmentation,
  • tracking interactions and activities throughout the museum and exhibit hotspots,
  • capturing and archiving interactional data in warehousing and archival storage facilities,
  • massaging the captured raw information to work with MORPH's predefined behavioural models and data structures, and
  • carrying out data analytics to turn raw information into actionable insights.

MORPH’s customers will use these insights to create tailored exhibitions and marketing campaigns. These same insights will be used to generate personalised visitor experiences, in real or near-real time. In this way, MORPH becomes an experience engine for the institution.

SimplyFi Ltd

SimplyFi are a team working to streamline the current lending and borrowing process between institutions. This system will act as a digital hub for documentation during this process.

Borrowers can apply and receive updates in real time similar to google docs. Building reports, insurance details and other information will be stored for future loan applications to assist in reducing process times. Information will be fed and borrowed from current Collection Management Systems like EMu and Vernon to create alerts for the required parties that a loan has progressed to the next stage of authentication.

Their goal is create an equal playing field for institutions of all sizes so artifacts and exhibits can be better showcased to every corner of the globe.

Tide Talk

TideTalk is a digital learning tool that will help to preserve the languages of Oceania, especially for second and third generation immigrants who are losing their cultural heritage.

Unlike other language tools, TideTalk learning is scenario based and customisable - so you gain vocabulary and sentence structures that are immediately relevant to you. It is also social and immersive, and so engaging, you won't even realize you're learning.

Best of all, while you’re learning language skills, TideTalk learns about you. The tool not only keeps track of your progress, it also picks up your learning style and habits so it offer helpful tips and suggest lessons you might like.

But with every word or phrase you master, you'll rescue another gem of cultural knowledge that you can then pass on to future generations.

TideTalk… brings your language to life.

Vaka Interactiv

Vaka Interactiv is a team of four Pasifika and Māori co-founders led by chief executive Jesse Armstrong.

Having recently moved down to the Windy City from Auckland, the team are entering Mahuki with interactive portrait technology that will provide a medium to enable visitors to better understand the rich culture and stories behind the exhibits.

Vaka Interactiv recognise the cultural sector is aimed at helping people appreciate culture in a way that changes lives for the better. We are passionate about ethnocultural empathy and are keen to use our solution to bring stories in the Pasifika and Māori exhibits to life and help people connect to culture.


ScimitAR is a team of students and educators who aim to enhance experiences through augmented reality. We boast a strong skill base in 3D graphics, 3D Modeling, animation and tech/programing.

We want to encourage and drive engagement with the cultural sector, particularly within the younger generations; creating a link between technology and the creative arts by using virtual reality, game theory, and aesthetic to refresh and renew interest with culture, history, and nature.

Imagine being able to explore a museum interactively, following clues about exhibitions and seeing the virtual interspersed with reality to form a unique experience within the museum.

Imagine being able to see the vast amounts of art, culture, history, and nature that can’t be presented in the front end for various reasons, simply through your or the museums devices.