Objectives and Theoretical Framework Although national goals emphasize science for all, many learners find school science to be boring, irrelevant, and disconnected from their lives [1, 7, 19]. Often school science is presented with abstract facts that are disconnected from learners’ interests and goals. Learners need scientifically meaningful experiences, that is experiences in which learners engage in scientific practices in ways personally meaningful for them [9]. One such way to provide these experiences is designing learning environments that engage learners in science in the context of their lives in ways that help them to have scientific experiences that are personally meaningful. We call these learning environments life relevant learning (LRL) environments. By our definition, a LRL environment is a learning environment designed to engage diverse learners in science by pursuing personally meaningful goals. Researchers have been successful at developing learning environments that help learners relate science to their lives and pursue interesting scientific endeavors [2, 5, 13, 17]. For example, learners in impoverished neighborhoods were able to learn science and engage in scientific practices to plant gardens and address pollution problems in their neighborhoods [6]. Thus, they were able to experience the value of science for addressing deep needs in their communities. While transformative for learners, these learning environments can be challenging to implement and sustain. Supporting learners cognitively and practically in scientific inquiry in the context of their interests poses significant cognitive load on facilitators [18]. Following learners’ interests requires dynamic and structured means of experimentation [12]. Also, learners need help focusing on and engaging in science in everyday contexts (e.g., cooking, sports). These contexts are often physically active, making it easy for learners to get distracted by the physical aspects of the environment without considering the scientific aspects of their physical engagement [14]. Technology Support for LRL As well, technology offers affordances for addressing these challenges by supporting learners’ scientific practice and by enabling fun and interesting new experiences for young learners. However, the role and design of technology in LRL activities has not been fully considered. Currently, the design of technology for science learning has been focused on supporting learners’ scientific practices. For example, Quintana et al. [23] point out several software systems that have been successful at helping learners overcome difficulties engaging in scientific practice by scaffolding the processes of scientific inquiry, such as articulating the important aspects of their experiences, making quantitative observations, and making plans for experiments. However, most technology systems that provide scaffolds for science inquiry have been designed for formal science classrooms. Few studies examine what technological tools are needed to support science learning in the context of learners’ personal interests. For example, Rogers et al. [24] have started designing mobile technologies for helping learners collect and reflect upon scientific data (e.g., light and moisture measurements) outside of school in their everyday lives. However, we argue that such technological designs need to capitalize on learners’ interests and keep them engaged scientifically in these contexts in order to design LRL technologies that promote scientifically meaningful experiences. In this paper, we offer an approach to designing supporting technologies for LRL environments. We advocate for participatory design as a means of engaging learners in the development and design of their learning activities and supporting tools (Druin, 2002). Our design philosophy focuses on actively engaging numerous stakeholders in setting design goals, planning prototypes, and making decisions, ensuring the final design meets the needs of the end users (e.g., Carroll et al., 2000; Druin, 2002; Könings et al., 2010). Therefore, we ask the question, how to best design technology that supports learners’ scientific inquiry and helps them have personally meaningful scientific experiences. In what follows, we present our initial work in designing both an LRL environment, called Kitchen Science Investigators and the supporting technology. Second, we explain our reasons for using participatory design as a means to develop learning activities and technological tools. We outline the results from one initial design session. From this, we present the methodological steps we adopted to co-designing early prototypes, what features learners find important in the technology for their personal interests and what implications can be made for designing LRL environments and technology. Methodology Our work begins to consider the out-of-school context, where learners’ scientific practices and their interests and goals are paramount. Specifically, we (researchers) initially designed and developed a LRL environment, Kitchen Science Investigators (KSI) and supporting technology to promote meaningful scientific experiences for learners. KSI is an out-of-school (i.e., summer camp or afterschool) learning environment where participants engage in scientific practice in the everyday context of cooking. We designed software in KSI to address some of the challenges of engaging learners scientifically in LRL environments. The software prompts and scaffolds learners through asking scientific questions, planning experiments, collecting data, and drawing conclusions in the context of cooking. The data presented in this paper were taken from data collected in an enactment of the KSI program, run throughout the 2007-2008 school year. We offered the program afterschool one day a week as part of a larger afterschool initiative by a local YWCA to engage teen girls in science and technology related activities. The participants in the study were from the same suburban middle school where the population was 99% African American. Participation varied over the 9-month period, but we had 15-20 consistent participants (7-9 6th graders, 7-10 8th graders, one 7th grader). A team of 3 facilitators led the KSI sessions: the author, and two other learning sciences researchers supported by the school program coordinator. In every session, video recordings of each group were collected and transcribed. In addition, after each session, facilitators recorded post-observation field notes that captured the significant learning events that occurred during the session. Data we used in this analysis was collected as part of a larger study focusing on which aspects of the learning environment influenced participants’ development of scientific reasoning identities. First, interview data was coded to pinpoint specific scientific experiences in KSI that were meaningful for learners as evidenced by their reporting of them or their reports of extending particular KSI experiences in meaningful ways. Parent and teacher interviews were also triangulated with learners’ reports to further validate the meaning of these experiences for learners. Next, the relevant KSI experiences (as reported in interview data) were pinpointed in observation data. Videotapes and transcripts of those KSI sessions were analyzed to understand learners’ scientific practices in those experiences, using Chinn and Malhotra’s [7] framework for scientific inquiry practices. I then looked across cases for emergent themes in the types of scientific experiences that were personally meaningful for learners. Within each theme, I looked to understand the context of learners’ scientific participation (i.e., who participated with learners, what stimulated the experiences, what made them meaningful) the help learners needed engaging scientifically in these contexts, and the role of technology in each experiment. I then used this analysis to draw design recommendations for LRL technologies. After KSI, we employed a participatory design approach [7] to design children’s technologies with and for children in an intergenerational group named Kidsteam. During the 2010-2011 school year, we held a design session with Kidsteam to develop supporting technology a similar LRL environment, Kitchen Chemistry (KC). The group consists of children between ages six to eleven as well as several adult design researchers. The design team begins during the summer in a two-week day camp and later meets twice a week in an afterschool program during the following school year. Throughout the year, Kidsteam works with different partners to develop, evaluate, and co-design new technologies for children. We focus on the first design session with Kidsteam and compare our findings with our prior work in KSI. In this session, 8 of the 9 children were present with 10 adults. We began the session by asking the design partners in a whole group setting, “what cooking questions do you have?” As a large group discussion, the adult and children designers generated a list of questions from their interests (Figure 1). Based on this list, we asked the children and adults to create a low-tech prototype that would help answer their science questions. We employed a low-tech prototyping technique called, “Bags of Stuff” (Figure 2). In this technique, the children and researchers were split into four groups, with each group having 1 – 3 child partners per group and at least 2 adults. Each group is asked to create models or sketches of new technologies using pre-determined art supplies found in large bags. During the time the groups were developing their low-tech prototypes, we took field notes, photos and recorded the session on video. Once these models are created, the children and adults come together again in a whole discussion group to present their designs. As the groups present to the full team, we write on a large whiteboard “the big ideas” that were present. We employed a constant comparative method (Strauss & Corbin, 2007) to identify emergent patterns in the different designs. From these lowtech prototypes and presentations, we observed similar trends and patterns that we interpret as important in designing technology for LRL environments. Results and Discussion What did we learn from initial KSI implementation? In our initial implementation of KSI we found three themes across the data that learners needed support with and how technology could be used to help them. First, we found that learners had difficulty making choices as to what they were interested in and how to create a scientific investigation from their interests (Explain here). Second, learners needed support making connections between their interests and the science learning connections behind this. (Explain here). Lastly, learners had difficulty articulating the science phenomena they were learning. (Explain here more) What did we learn from Kidsteam and participatory design? Looking across the data from the PD session, we found five main themes within the artifacts the design partners created. First, the design partners focused on familiar interfaces. They developed low-tech prototypes reflecting microwaves, iPads ©, and Nintendo DS ©. We argue that for technology to support LRL and learners’ personal interests, the interface and the interaction need to be seamless with their own background and usage of technology. Second, similar to the first theme of familiar interaction, our design session emphasized mobility as important to answering their exploration of cooking science. The partners wanted to be able to not only capture their cooking science experiences, but also be able to share their experiences with others who may not have been there. Their focus on microwaves. That seemed to be a point of reference for many of their questions early on, and a point of reference for their designs. Process Display: They talked about how technology could display different processes that they could not necessarily see – like how their food is digested, what their food looks like as it cooks, how to cook their foods. Creating choosers: Several of the devices they talked about involved making choices about what they desired in their foods. Cianna wanted a taste chooser, Michael and Bella wanted to choose the desired levels of doneness for their food (e.g., well done, medium rare), Matthew made a ball he could throw that would go get the food he wanted. Mobility: There was an emphasis in mobility, whether it was them being mobile with mobile devices/sensors (e.g., taste sensor, iPad), or their food being mobile (e.g., the food ball), or their being able to transport their experiences with others by sharing their experiences with people who were not there. They also focused on familiarity (e.g., works like a DS). Sensors: There seemed to be a focus on their inventions detecting something about the food, like temperature or taste. Connections with KSI and Kidsteam design session We argue that PD is a viable method for developing supportive technologies for LRL environments. First, from our experience in KSI, learners needed a way to articulate their interests in ways that help to develop science investigations. From the PD session, Kidsteam participants asked for technologies that could help them make choices in what they desired to cook (e.g., creating choosers). In this case, the Kidsteam members Second,