Playables produce more signal than any other creative format and most teams read only the last number in the funnel. Here is the diagnostic order that actually isolates the problem.
1. Time to first interaction
How long between the unit becoming viewable and the first touch. Under a second means the hook is legible. Over three means the opening frame is not communicating what to do, and everything downstream is a comprehension problem wearing a targeting costume.
2. Start rate
The share of viewable impressions that get touched at all. Low starts with a good hook usually means placement quality — the unit is serving where nobody is looking.
3. Completion
Did the person reach the end card unaided. A collapse in the first three seconds is a mechanic that is not understood. A collapse near the end is a mechanic that is too long or too hard — trim the duration before you touch the art.
4. Choice distribution
Which item, plan, amount or destination people selected. This is the number that has no equivalent in any other format, and it is research rather than reporting. A concentration around one option is a merchandising or pricing answer arriving through a media channel.
5. Click-through and install
Read these last. A low CTR with clean completion is an offer or targeting problem. A high CTR with poor completion means people are skipping the mechanic to reach the store, which inflates installs and degrades retention — the most expensive way a playable can look successful.
Creative fatigue
Completion decays before CTR does. When completion drifts down across a fortnight at stable spend, the audience has seen the mechanic; refresh the mechanic rather than the palette. Rotating a colourway on a mechanic people have already solved buys nothing.
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