Jared Spool writes about the current vs the target knowledge point. That is to say, how much the user knows about the design vs how much the user needs to know to accomplish their objectives, yields the “Knowledge Gap.” The Knowledge Gap is where design happens. Good design both trains the users through explanatory text while reducing complexity.

Spool’s research shows that one or both conditions must be met to be considered ‘intuitive’ by most of his test subjects:
Condition #1:
Both the current knowledge point and the target knowledge point are identical. When the user walks up to the design, they know everything they need to operate it and complete their objective.
Condition #2:
The current knowledge point and the target knowledge point are separate, but the user is completely unaware the design is helping them bridge the gap. The user is being trained in a way that seems completely natural.
What’s a good example of leveraging intuition? Dialing “9″ to call to an outside line or hitting “0″ for an operator. Alternatively, one can close the knowledge gap but simply putting a sticker on the phone receiver if this standard is deviated from.
notes, “designs are simple when they play to the user’s perception and knowledge. Designs are intuitive when they help users learn and get more knowledge.”
Sources
http://blog.vkistudios.com/index.cfm/2008/6/10/What-Makes-a-Design-Intuitive
http://ifacethoughts.net/2007/07/28/intuitive-design/
http://www.intuitive.com/articles/design-guide.html