Yup, that's exactly right. Just don't put any per-instance vertex attributes in your vertex buffer or your input layout and create a ShaderResourceView of the buffer and set it on the vertex shader. You can then use the SV_InstanceID semantic to query which instance you're on and just fetch the relevant struct from your buffer.
StructuredBuffers are very similar to normal buffers. The only differences are that you specify the D3D11_RESOURCE_MISC_BUFFER_STRUCTURED flag on creation, fill in StructureByteStride and when you create a ShaderResourceView the Format is DXGI_UNKNOWN (the format is specified implicitly by the struct in your shader).
StructuredBuffer<MyStruct> myInstanceData : register(t0);
is the syntax in HLSL for a StructuredBuffer and you just access it using the [] operator like you would an array.
Is there anything else that's unclear?