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Designing Order Into Complexity: Mastercard's DDR Platform

Designing Order Into Complexity: Mastercard's DDR Platform

Designing Order Into Complexity: Mastercard's DDR Platform

Project Description

Project Description

Designed the UX strategy and interface for Mastercard's Domestic Disputes Resolution (DDR) platform, a B2B tool that lets issuing and acquiring banks manage chargeback claims across three transaction products.

Delivered through Marabunta as a vendor to CSA Consultores, the work spanned information architecture, a six-role permission system, and final UI screens built inside Mastercard's own B2B design system.

Role

Role

Creative and Strategic Director, Senior UI/UX Designer, Senior Design Researcher

Team

Team

Junior UI/UX Designer & Junior Motion Media Developer (Daniela Marín)
Junior Design Researcher (Rossana Vizcaino)

Toollkit

Toollkit

Design Research
Design Strategy
UI/UX Design
Design-Engineering Handoff
Motion Media

Year

Year

2021

2021

Project Overview

Banks working with Mastercard needed a single platform to manage disputes and chargebacks arising from point-of-sale (POS), automated teller machine (ATM), and credit card bill payment (CCBP) transactions—but different institutional users needed very different levels of access to the same information, from a super-admin overseeing multiple banks down to a front-line operator handling individual claims. 

Project Challenge

Reconciling a multi-role permission system into something usable was the first challenge, as well as working inside Mastercard's existing B2B Web UI Kit rather than a blank canvas while coordinating three transaction products—POS, ATM, and CCBP—each running its own claim lifecycle, into a single coherent dispute-resolution experience.

Project Impact

Project Impact

DDR gave Mastercard's banking partners a working system for managing disputes without needing a different tool per institution type or product line. It also left behind a set of new B2B UI components designed to extend beyond this one platform into Mastercard's wider design system.

Metrics of Success

Metrics of Success

6

6

Distinct Institutional Roles

Unified all roles—Super Institution, Institution, Operator, Manager, Audit, and Super Manager—into one shared platform architecture rather than six separate builds.

3

3

Transaction Products

Designed a single, consistent claim-tracking pattern applied across varying transaction products, each running a different underlying dispute process on the backend.

Approach

Approach

The project moved through a tightly sequenced UX process. It started with framing: defining the objective, running a SWOT analysis, and setting vision, mission, and scope, then grounding that framing in two personas representing the platform's most different users—a Super Institution financial director and an Institution-level commercial consultant.

From there the work moved into structure: mapping the full information architecture and a use-case/permission model across all six roles before a single navigation map was drawn. Navigation maps and wireframes came next, worked out role by role to confirm the shared structure actually held under six different permission sets.

Only once that structure was validated did the work move into surface design—applying Mastercard's B2B Web UI Kit to the finished wireframes—and finally into an interactive prototype for handoff.

Timeline

Timeline

10 weeks

Insights

Insights

Users experienced three claim processes as one singular problem: urgent and negative customer-facing interactions

Users experienced three claim processes as one singular problem: urgent and negative customer-facing interactions

POS, ATM, and CCBP transactions each ran on a different claim lifecycle on the backend, but the intent behind opening a dispute was identical regardless of product. Recognizing that the shared mental model belonged to the user allowed a single claim-tracking pattern to represent all three products without fragmenting the experience into three different tools.

Building inside an established design system still provides agency over design decisions, not just constraints

Building inside an established design system still provides agency over design decisions, not just constraints

Working inside Mastercard's existing B2B Web UI Kit meant designing without a blank canvas—but it also meant any new component built for DDR had to hold up across every other B2B platform using that system. Treating that as a design opportunity, rather than a limitation, shaped how components were built: durable and reusable.

In a system built around financial disputes, trust required traceability and reliable records

In a system built around financial disputes, trust required traceability and reliable records

Every role in the platform needed its own full activity log—filterable by user, date, institution, product, and status. Such a pattern signaled a real issue: in a system handling institutional accountability, traceability mattered as much as resolving the claim itself—so the audit trail was designed as core functionality from the start, not a secondary reporting feature added at the end.

Users experienced three claim processes as one singular problem: urgent and negative customer-facing interactions

POS, ATM, and CCBP transactions each ran on a different claim lifecycle on the backend, but the intent behind opening a dispute was identical regardless of product. Recognizing that the shared mental model belonged to the user allowed a single claim-tracking pattern to represent all three products without fragmenting the experience into three different tools.

In a system built around financial disputes, trust required traceability and reliable records

Every role in the platform needed its own full activity log—filterable by user, date, institution, product, and status. Such a pattern signaled a real issue: in a system handling institutional accountability, traceability mattered as much as resolving the claim itself—so the audit trail was designed as core functionality from the start, not a secondary reporting feature added at the end.

Building inside an established design system still provides agency over design decisions, not just constraints

Working inside Mastercard's existing B2B Web UI Kit meant designing without a blank canvas—but it also meant any new component built for DDR had to hold up across every other B2B platform using that system. Treating that as a design opportunity, rather than a limitation, shaped how components were built: durable and reusable.

Interventions

Interventions

Key Design Principle

This meant nothing stayed conceptual. Every diagram, component, and interaction had to be specified precisely enough that engineering could build directly from the deliverable without needing us to fill in the gaps later.

A complete, engineering-ready system deliverable—diagrams through motion

A complete, engineering-ready system deliverable—diagrams through motion

Delivered the full system end to end: information architecture and use-case diagrams, navigation maps and wireframes, final surface screens built from new design components, and motion media videos specifying how each interaction and transition was meant to animate—handed off as a working interactive prototype.

Delivered the full system end to end: information architecture and use-case diagrams, navigation maps and wireframes, final surface screens built from new design components, and motion media videos specifying how each interaction and transition was meant to animate—handed off as a working interactive prototype.

Key Design Principle

This meant designing the previewing and dashboard for the claims lifecycle once—as a single reusable framework—so each transaction process could plug into the same underlying logic.

The claims architecture—tracking dispute progress

The claims architecture—tracking dispute progress

Polished the actual step-by-step framework behind every dispute: the sequence a claim moves through—opened, fulfilled, unattended, rejected, closed—and the traceability built into each step, so the record of what happened was as key to dispute experience as the resolution itself.

Polished the actual step-by-step framework behind every dispute: the sequence a claim moves through—opened, fulfilled, unattended, rejected, closed—and the traceability built into each step, so the record of what happened was as key to dispute experience as the resolution itself.

Conclusion

DDR is the kind of project where success looks frictionless—users never have to think about the role they're in, or which of three products a claim came from, because the structure underneath absorbed that complexity before it ever reached the screen. It sharpened something about the kind of design work I find most worth doing: not the interface people notice, but the invisible architecture that makes noticing unnecessary.

MADE IN MEXICO © 2026

When you lead with curiosity, there is no failure, only discovery.

MADE IN MEXICO © 2026

When you lead with curiosity,

there is no failure, only discovery.

MADE IN MEXICO © 2026

When you lead with curiosity,

there is no failure, only discovery.