AdTech · Experimentation

AdQuest

A rewarded-ad prototype that turns involuntary attention into a voluntary, verifiable exchange — then tested it with real users and let the evidence decide the business model.

Full ownershipShipped · pivotingAdTech
2×average attention when the value exchange was explicit (13.7s vs 6.9s)
93real users in the controlled A/B experiment
3sides of the incentive problem mapped before the pivot — user / developer / advertiser
0dark patterns — attention in the interaction was always voluntary

The problem

CONTEXT

Banner blindness is real

Attention in mobile-game advertising is usually involuntary — users see the ad whether they want to or not, and standard metrics count impressions, not attention. An ad that is seen but not processed has no value, and everyone in the chain knows it.

The question I tested

Would users willingly trade their attention if the value exchange was explicit and verifiable? Not "can attention be forced" — can it be earned, and can the platform verify that it actually happened?

What I built

BUILD

Verified attention

A rewarded-ad interaction where the user opts in, processes the brand message, and the platform verifies that the user physically and mentally engaged — turning a passive impression into an intentional, measurable act.

Randomized anti-cheat

Because the interaction pays for attention, it has to be hard to fake. Verification steps are randomized so a scripted "watch" doesn't pass as a real one — the reward model has to survive adversarial users.

A prototype you can click

Shipped as a live web prototype in days, not months — HTML5/JS front end with Supabase persistence, deployed on Cloudflare Pages. The experiment needed a real, running product, not a mockup.

The evidence

A/B TEST

13.7s vs 6.9s

93 real users, randomized between the rewarded variant and the baseline. Average engagement roughly doubled — users who chose to engage stayed engaged. The behavioral signal was real and reproducible within the test.

Engagement is not validation

The number proved attention can be earned. It did not prove the business works. That distinction — between a behavioral result and a business-model result — is exactly where most prototypes quietly die.

The decision

OUTCOME

Mapped the 3-sided problem

Users, game developers and advertisers each needed something different from the same interaction. I mapped the incentive triangle before writing another feature — and found the misalignment was in the model, not the UI.

Pivoted the business model

Instead of iterating on the ad experience, the next experiment became a tiered reward model — a business-model question, not a feature build. The experiment's job was to redirect where effort goes.

Stack & links

TECH

Stack

HTML5/JSSupabaseCloudflare PagesA/B testingProduct experimentation

Links

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