The motivation behind ambient occlusion (AO) in general is to approximate the way crevices and corners are often shadowed, because less indirect light bounces into them. An example from a photo of my office—note the darkening along the edges where walls and ceiling meet. The room is lit only by the light coming in through the window and bouncing around.

To accurately simulate this phenomenon, offline renderers use techniques like path tracing and photon mapping. For real-time purposes, we either precalculate it offline, or we approximate it somehow.
Screen-space ambient occlusion (SSAO) is based on the observation that you can detect corners and crevices by looking at the depth buffer (and possibly also the normal vectors) of a rendered image, and so you can calculate approximate AO as a post-pass. The depth buffer is a coarse representation of the geometry in the scene, so by sampling depth buffer values in the neighborhood of a target pixel, you can get an idea of the shape of the surrounding geometry, and make a guess how darkened by AO it should be.

This diagram, from Bavoil and Sainz (2008), shows how depth buffer values, interpreted as a heightfield of sorts, represent a discretized version of some geometry. In calculating SSAO for the center pixel, you'd look at the depth values of the surrounding pixels and plug them into some formula, designed to produce a darker value when the geometry is more concave (like that in the diagram), and a lighter value when the geometry is flat or convex.
The formula that the depth values go into is called the "kernel" by analogy with filter kernels used for blurs, edge detection and suchlike. However, SSAO is more complicated than just a linear convolution of the depth values. The devil is in the details. The distribution of samples, and the formula processing them to generate the occlusion value, has been the subject of much research over the last decade, trying to improve the realism and reduce artifacts while maintaining good performance.