I'm doing fixed rate tweening, and have been for years, and I have to be honest. I didn't understand anything H&K said. So if anything I'm about to say repeats on what he just said, it's not because I'm ignorant or that I'm suggesting it's wrong, I just couldn't follow it.
Fixed rate logic is really pretty simple. What you do is decouple your logic (logic is the collective term used for everything except rendering really, so stuff like moving your game objects around, collision, physics, all that stuff) from your rendering. So instead of calling update and render once each per loop, you may call each once, more than once or not at all, depending on how the game is running.
As the name suggests, logic is run at a fixed rate. So you pick a desired frame rate. This frame rate is for logic only and has nothing to do with your rendering frame rate, so I'll call it UPS - Updates Per Second - to help differentiate. Essentially, you're just deciding how many times per second you want to run all your game logic. If you have a lot of complex physics, you might want this as high as 60UPS, but most games can drop down as low as 30UPS and still be very responsive.
So each time you run your loop, you see if enough time has passed that another update is due. If your UPS rate is 30 then you'll be running an update as soon as (1000/30) 33.3 milliseconds have passed. If your game is able to run much faster, you can see that you will often run the main loop and that much time won't have passed. On these occasions, you simply won't call your logic, you'll go straight to rendering. If your game is running too slow and can't keep up, it may be necessary to run your logic twice. IE: If more than 66.6 milliseconds have passed since the last update, you'll need to update twice.
Now the problem that might have occurred to you by now is that things are going to be really jerky updating 30 times a second, and even more so when you render the same frame multiple times without calling your logic at all. And it would, if we stopped there, but we don't. What we then do is "tween" between updates. So if the time which has passed is only half way to the next update, what we then do is interpolate the position, rotation, scale, etc of everything in the scene so that it is half way between where you determined it would be at the end of the last logic update, and where it was at the end of the PREVIOUS logic update.
It's very important to understand that you're tweening backwards. I know it won't make sense at this point, but it works. You can't tween forwards because you don't know where things will be in a future update. Objects will intersect with other objects because you have not yet calculated collisions. So we always tween backwards.
And that's really the essence of the theory. For the practice, I highly recommend Gaffer on Games, whose article is excellent. Personally, I had a few problems getting my head around his theory, which is why I've given you my version as well.
http://gafferongames.com/game-physics/fix-your-timestep/Incidentally, I'm not his crazy internet stalker. His code is not flawed. Gaffer worked for Dynamix on Tribes 2 and I think he's worked for Pandemic, Sony, etc since then. He knows his stuff. If you can get your head around his stuff, it deals with complex physics, multiplayer, whatever you'll ever have to throw at it. Makes stuff like bullet time spectactularly easy too.