Posted in biology, communication and networking, design and architecture, electronic imaging and displays, medical imaging

The Eyewriter: software that allows paralyzed artists to draw using their eyes

GRL Graffiti research Lab
GRL LED throwies (Image via Wikipedia)

This is an amazing program – a computer program that helps paralyzed people draw with only their eyes:

One year ago, TEMPT1 teamed up with a group of artists and hackers from the Graffiti Research Lab, OpenFrameworks and Free Art and Technology communities to develop free and open source eye tracking and drawing software that has helped him make art again for the first time since being hospitalized. Not only is he drawing again, but he’s creating new and complex letter forms, designing font libraries and evolving a brand new style using new and old technology in ways no one could have imagined. After seven years of paralysis, TEMPT1 has again become a pioneer in a new community of creative individuals who refuse to let neuromuscular diseases stop them from expressing themselves through art.

This Kickstarter campaign is an attempt to raise the money TEMPT1 needs to create a new collection of original TEMPT1 artwork and merchandise using the EyeWriter 2.0 software, robotic technology, traditional print-making techniques, as well as his community of friends, fans and peers. Supporting this campaign will not only allow TEMPT1 to continue to make art and express his ideas, but it will give him a chance to again become a professional artist, independently support himself and his family, pay for his medical bills, and make a contribution to the contemporary art world.

Even though they have already met their initial fundraising goal, they are still taking seed money. At least check out the eyewriter site:


Beth Kelley is a writer and researcher with an overall interest in how people engage with and are impacted by their environments and vice versa. This has manifested itself in many ways, by looking at creativity, playful spaces and environmental enrichment, sustainability, design research, and integrative and collaborative models of learning such as through play and hands-on learning.