Interfaces are never intuitive when they are first introduced. A good interface is one that is easily learned and feels as if it has been used forever (even if forever means the past 3 hours...). Building on human faculties and strengths, anticipating the user and adding "smarts" such as contextual messaging all help create the feeling of an intuitive experience.
Defining the Issues
Design research is the most crucial phase of a project in that it defines the issues at stake. A multi-focal, multi-layered approach that takes into account detailed and specific user stories, habits, needs, business goals, copy, colors, mood, standards and so much more is what's needed for a high powered jumpstart . "Human Centered" you say? Yes, that's stating the obvious (I love those usertesting.com videos)
A Word About Charts
Charts that are legible by humans require a solid mental map that has to be super clear. This type of logic has to take into account the back and forth between human and interface. You have to play with it to feel it. You have to feel it to get the flow right. Flow is not reserved to charts. I see flow as a matter of getting all the elements in place so the experience feels like one voice talking loud and clear... the visual, the copy, the movement... these are all part of the flow.
A Word About Movement
With the help of Google's Material Design - animations are finally getting the spotlight they deserve. Movement on screen, complemented with movement off-screen - we're finally there: Mixed Reality, contextual displays and smooth interfaces... yum.