In mixed reality (passthrough AR), opaque bright backgrounds do not work — they block the user's view of the physical environment. This is why Apple visionOS uses glass-like translucent panels rather than opaque surfaces: a solid white panel would occlude the room. Color in visionOS is therefore expressed through material tinting (a tint of color applied to the translucent surface), vibrancy (colors that respond to the background they sit on), and accent colors on controls. High-opacity colored backgrounds that work on a flat screen are incompatible with the passthrough AR paradigm.
Chromatic aberration — color fringing at edges — is a known optical artifact in headset lenses, particularly at the edges of the field of view. High-contrast color boundaries (pure white text on pure black, vivid red adjacent to vivid blue) exacerbate chromatic aberration. The design mitigations: use slightly off-white text rather than pure white (#FFFFFF → #E8E8E8 or similar), avoid hard color boundaries between complementary or highly saturated hues, and keep text sizes above the minimum legibility threshold (18-20px equivalent in visionOS) where aberration effects are less visible.
Depth perception in binocular AR/VR is driven by stereoscopic disparity — the slight difference between left and right eye images. Color contributes to perceived depth through chromatic depth cues: warm colors (red, orange, yellow) appear to advance toward the viewer, cool colors (blue, green, violet) appear to recede. Spatial UI designers can use this principle to reinforce spatial depth: foreground interactive elements in warm accents, background or secondary elements in cool or desaturated tones. This follows the same principle as oil painting, where warm colors were traditionally placed in foreground objects and cool colors in atmospheric backgrounds.