Are you wanting to learn Direct2D or 2D rendering via Direct3D?
Direct2D can do bitmaps and all that jazz, but its really more oriented towards vector-style 2D Graphics.
If you do 2D via Direct3D, then you have to deal with the 3D API, setting up your pipeline and whatnot, but everything simplifies when you drop the z-axis from your game logic/rendering (even if you still use it to z-order sprites, etc), and you can hide all the details in a wrapper class just once if you like, and never have to look at it again. There's probably also a plethora of 2D engines already built on Direct3D 11, or which can be readily ported from Direct3D 10.
Most good Direct3D books that aren't aimed at experts will have a few chapters that are applicable, which is generally good enough coverage. I don't think there's been a dedicate book on the topic since Focus on 2D in Direct3D, which was DX9-era, I think. If you can get a copy of that, the concepts should apply, but the code won't just copy and paste into Direct3D 11.
Thanks for the answer. To be honest i didn't even know that there is something called Direct2D. In fact that's what i wanted but after reading your post i realized that setting it up in 3D environment just without the Z-Axis is a better solution.
Can u post some of the older Directx9 books which cover this topic (2D Games in Direct3D)? I think it would help to get into it. The porting is not the problem.