I know nothing about DirectX or Direct3D.
Ouch! Well, you'll have to start at the beginning and you'll be on the learning curve for a while. First, WRT Luna - he uses a lot of custom macros, structures and concepts, and, as a result, takes the simplicity out of learning the API. Although his code is very thorough with respect to checking capabilities and options, IMHO, he makes the painful process of init'ing D3D11 more painful than need-be.
As a first step, I would suggest reading tutorials such as this one, keeping in mind they appear to be based on the DirectX SDK (June 2010), and mention "DirectX 11" frequently. For now, ignore the "d3dx11" stuff and concentrate on the descriptions of the objects ID3D11Device, IDXGISwapChain, and ID3D11DeviceContext, and the description structures used to create them. As you have VS installed, you can also use the Help Viewer to look up those objects and do a bit of reading.
Practical Rendering and Computation with Direct3D 11, by Jason Zink, et al, seems to take a simpler and more direct approach to initialization. A good bit of that book is available on google books and you may want to spend some time there, maybe even buy the book! Rumor has it that Jason Z is, in fact, a respected member here on gamedev and, with his post here, (scroll down a quarter page) endorses the mentioned book and provides links you may find useful.
I personally have not found good, simple, beginner example code for Direct3D 11. Hopefully, others can contradict me.