He's right about the fight against unnecessary complexity. He's right about how ultimately the enduser's experience is king. But he's objecting to a lot of the complexity that lies behind that UX facade. Because that's exactly what that UX is: a facade. It's an abstraction. And one that sometimes leaks. The iPhone is loved because of it's UX. But inside, behind the screen, it's not a box of mostly empty air and perhaps a little magical fairy who blows kisses and VOILA! the UX is delivered. It doesn't work like that. There are moving parts, both physical and virtual, a lot of them, that must be complex because they have real world constraints they MUST satisfy which your own mental model or messy subconscious human desires don't have to satisfy. The little girl wants a pony and SHE WANTS IT RIGHT NOW, DADDY! But her father lives closer to reality. He can't just wave a magic wand and give her a pony. It takes time. It takes money. You have to find a pony. Get it. Where do you keep it? Who feeds it? Shelters it? Can we afford it? Or are we just going to let it starve after the little girl gets bored playing with it? These are all the niggling little details that lie around the edges and behind the scenes when trying to satisfying this little girl's desire for a pony immediately. It is good to satisfy and deliver a desired experience. It is dumb and naive to think it only takes the wave of a magic wand or the press of a button. Yes we can provide a button you can press to make that pony appear. We can. That's just straightforward engineering and entrepreneurship. But there's going to be a lot of complexity and ugly moving parts, some with sharp edges, or unpleasant chemical properties, or esoteric technical jargon, under the hood, to make that button press deliver.