So, here's what's weird about the link that you posted: it says pretty much exactly the opposite of what you're trying to say. Which frightens and confuses me, because I don't know what you're gonna do next. You could do anything.
The whole point of that iRant (by the guy that designed some of the stuff we use today so frequently, so intuitively that we've forgotten that it once wasn't part of our "natural experience"- but that's another point, hold on) was that current designers are thinking too small with future UI... and that the good designer will draft something that more seamlessly melds with our natural experience. Did you read the part about the hands? I mean, that was like 75% of his thing, so yeah, you read the part about the hands.
He wasn't saying "whizz bang needs to go away," he was saying, "more whizz, more bang." And relating it back to the gestural UI- what's a little weird about his post is that he starts out by slagging it for not being integrative enough, and then finishes by being like, "think about how many gestures you use as a human! We should be using more gestures!" Which, of course, is the crux of the gestural UI approach.
To say that the designers involved in these UI's have no training in biomechanics is, and I'm putting this as delicately as I can, wrong. Now, normally, I wouldn't be this direct- especially in regards to an area in which I have only passing knowledge. But it just so happens that my very best friend, who I've known since I was a sprout and still speak to on a weekly basis, got his masters in design from a very, very good program and now works as a designer for a very, very good design company. Does that make me an expert? Aw, hail no. But I did talk through his thesis with him while he was working on it, and read the things he read for his thesis at his suggestion, and then read his thesis. Which was on, get this, biomechanics and their application to future design. More specifically, the human body as the most important mechanical component of theUI. And let me tell you, a lot of designers have thrown a lot of time for decades and decades into this idea. Small example: get your hands on NASA's Bioastronautics Databook. Hundreds of pages of design trying to get at the utmost intuitive way of interacting with mechanics. Pages and pages of widgets, toggles, windows, buttons... each one minutely designed to interface perfectly with the human body. And that was the sixties, man. You really think they discarded all that in the past few decades? As your blog friend says- nothing just happens, everything is built and developed upon.
As for us never wanting anything integrated seamlessly into our natural experience- what do you think design is if not a pathway for intuitive interaction with, and manipulation of, our surroundings, our lives? And the best design is so seamless we take it for granted, barely notice it. Open your fridge, pull out the milk, pour it into a glass, drink it, rinse the glass, put it in the dishwasher. You've just used like a dozen items that were designed for the most fluid interaction- from the fridge to the knob on the sink faucet to the carton that the milk came in- and they've become so pervasive in your natural experience that you don't even get excited about them.
One more thing which is neither here nor there, really, just a funny coda. Google Docs? I have to use that for both of my jobs, in totally disparate fields. And it's actually indispensable. Not the best design. But really very useful.