Well, 'The system shall be easy to use' is exactly the kind of documentation that frustrates both designers and developers, so let's see if we can do a little better than that shall we? :)
To start with, you may find it helpful to sit down and imagine exactly who the intended user is. Give them a background, give them a bit of colour, then send them to your imagined application and try and figure out how they as individuals would want to interact with it.
Remember, different users are concerned about different aspects of usability. Don't just concentrate on the story path you think you would follow if you were using the application.
Next it might be helpful to break the site down into usability components. Does it have a lot of pictures? If so, what's the best way of presenting a lot of pictures to a user. Does it have a deeply nested menu structure? Might there be a better way than a sitetree to help your users navigate their way around?
Usability design patters will help you here. A good resource for design patterns for usability can be found here and here. Design patterns are good because they clearly explain to everyone involved how certain functionality is supposed to work.
Take a moment to consider accessibility in combination with usability. How the site work with javascript turned off is always a very good place to start and can be a great help to developers who tend to get very tired of watching their designer stick yet another <a>
link on a page that is going to need to submit a form.
Remember, usability is about clarity and it begins with clear communication to the people building the system. If you can't speak clearly about what you want built how do you expect the developers to build something functional? Take the extra time to paper prototype if you have to.
My reply may be a little too 'web' focused to be of enormous use to you, but I hope it provides a few useful tidbits amongst my ranting.