
Product Design Manager Senior
Getting Merchants paid at the speed of the sale.
Designed the first version of Clip's merchant wallet, helping 100K+ merchants access and manage their funds immediately.

The sale was only the beginning.
A merchant could receive a payment instantly and still wait days to access the money. For a small business, that gap could affect inventory, suppliers, and everyday cash flow.
Cash flow shaped what came next.
Merchants could wait 3 to 5 days for their money to become available.
We designed the experience around giving merchants more control over money they had already earned.

The payment became part of a larger financial experience.
We brought payments, transfers, purchases, and a physical card into one experience.
Merchants could receive, manage, and use their money without leaving Clip.
Merchants waited an average of 2–3 business days for their sales to become available.

Sales became available immediately, giving merchants faster access to their money.

Beyond the payment terminal.
Clip was expanding from payment acceptance into a broader financial relationship with merchants.
The product became a place where money could be received, managed, and used.


Complexity belonged behind the experience.
The new experience brought together different systems, requirements, and product patterns.
Some requirements had to stay. Reauthentication inside the Clip app was required by CNBV, while large legal disclaimers were necessary for release approval.
We designed around those constraints so necessary friction stayed out of the merchant's way.
The first release moved at scale.
The first release gave merchants access to their money through a new financial experience inside Clip.
100K+
Merchants onboarded.
Immediate
Access to the money of the sale.
3 to 5 days
Original availability window.
What I learned.
Some friction is necessary. Good UX makes it almost invisible.
Working within financial regulation taught me to treat friction with more nuance. Some requirements protect the product, the business, or the user, and still need to fit naturally into the experience.
The designer’s job is to make those moments feel clear enough that they don’t interrupt the user’s goal.



