Why don't you just start with readability and then add style later?
TL;DRThey say readability comes first in internal wireframes, with style added in later art passes, and they want to keep strong visual identities while dialing back when it hurts usability, with polish coming near the end.
I think we do start with readability, but it's internally, right? That's not what the players get to see first, because we make our wireframe designs and we make it like, okay, this is what this mobiGlas app is doing and this is how we want to interact with it. That's all fine. So let's move on to the art pass. And then it's more, where can we get the coolness factor into this? And I think it's good that we're not ashamed of that, and also that we can dial it back when we've done something wrong, when we've gone overboard. But I think we do have a strong visual identity with all of these different sci-fi styles and different brand styles and so on. We are doing a good job of really pushing for that, for keeping that consistent and making it feel like a coherent world where all of these things exist. And yeah, sometimes it makes for a lesser user experience, and that's obviously not great and we want to improve that, and that's why we're super happy to get this feedback from players. But we never want to end up in a place where we just remove all the different styles and everything and just go, okay, here's the most legible font in the world. Let's just put that right there, in the best size, in the best place. It's always a balance.
And I think a lot of the times it actually can start out having a high level of contrast. You've done an initial visual polish pass on it. And then we'll get very focused on actually doing all the functionality, like the holo volume changes to a window, and then we're doing all the functionality based on that. And we just haven't had a visual polish pass until the end, because we're focused on the back end, the code and the functionality, all the really base foundational stuff. And then pretty much just near the end, we're starting to finally do much more of the visual polish pass again.