Anyway, I thought I'd share my recent contribution to the conversation as it describes a key notion of mine regarding software design and user interaction, which is the ability to achieve greater clarity of purpose by freeing yourself from constraints and rules:
"I have been following this conversation for some time, and I think a key distinction between these two UX camps is that one is governed by immutable rules, and the other is not. User experience in the real world, as defined by architects, industrial designers, etc., is constrained by reality -- things like gravity, friction, mass, and so on. The digital user experience is constrained by none of these things. In fact I would make the case that the more the real world intrudes on the digital experience, the more it is potentially diminished. Just because a physical object is known for a specific purpose does not necessarily make it the best metaphor to represent a vaguely similar action.
And as much as I respect the deep training UX demands in the real world, perhaps that same training, when applied to a primarily visual experience, is detrimental when it comes with so much psychological and creative baggage. Artists, on the other hand, excel at imagining possibilities without constraint. The beauty of the web and web toolsets are that they provide an easy way for artists to realize their ideas without making too many compromises. This is not to say anything should go, but it is always easier to scale back big ideas than to take a small idea and make it more than it is.
Certainly a balance of both skill sets would be optimal, but moving quickly and being good enough for the medium is going to win most of the time."