Sorry, Jeff sounds quite reasonable to the rational mind (or as Alan Cooper would call them, homo logicus), but basing developer success on how many people use the software is no better that measuring programmer success by lines of code.
While a company needs sales to succeed--and Jeff is partially right when he suggests that ideas worked on that do not ultimately result in sales allow a development team to merely founder in a sea of ideas (yet look how well the model has worked at places such as Google)--a much better metric is user happiness.
Why? How many times have you encountered, have you read about, people who have no choice in the software they use? Whether through massive marketing campaigns (Windows Vista) or corporate fiat, hundreds, thousands, even millions or people are locked in to using certain software. Does that make it good by mere numbers?
That said, along with some of the ideas already suggested, you may be able to go to where your users do their work. See what they do repeatedly. See what they do occasionally. See what makes them frustrated. See what delights them. When you begin to understand user needs, you start to get the idea about what in a UI will work and what won't. Many companies have never considered the idea that ethnographic research is not only a part of the usability lifecycle, it's often one of the most important parts.
For example, you might not think that figuring out how to make a small task take two clicks instead of three is a productive use of resources--until you see that your users do that small tasks dozens of times a day, every day.
You also don't need a "formal" usability lab to conduct usability testing. I've done usability testing in empty cubicles in a quiet part of the building, with monitors sitting quietly in the cubicle next door.
One good idea is not to actually create your UI design ideas in the code that you will also use for development. Use anything else, from graphics programs to paper and pencil. Too often you'll find a mindset that once you've expended resources to write code to do something, it's wasteful to throw it away. Create your ideas in an environment and with a medium where you find it easy to discard ideas that do not work.
Finally, consider the idea of personas. Alan Cooper outlines their usefulness well in his excellent book "The Inmates Are Running the Asylum," but the idea is expanded on well in the book "The Persona Lifecycle." Another good book that can give you good ideas on how to incorporate and integrate usability into the development process is "Interaction Design: Beyond Human-Computer Interaction." (Advance warning: the latter two fit more into the textbook style of books and are not easy, breezy reads, but they contain not only tons of useful information, but many, many useful references.)