[Music] [Matthew Miller] Welcome to day one of Adobe Summit. We're going to start with a little audience participation, so we got a couple of questions for you to start with.
All you have to do is raise your hand.
Who here, this is their first Summit? All right. Not bad, not bad. Welcome, welcome. Who here has a slight knowledge of EDS? Meaning, you've heard about it, maybe you've seen some demos.
All right. All right. Who here are EDS experts? Who played with the tool, maybe have done an implementation? All right, Chris, we got to watch them for questions. [Chris Grucelski] Okay. All right. Cool. Take it easy, please. Thank you. Final question. Who here has played a Bungie video game at some point? Whoo! - Thank you. - Very nice. Very nice.
So today, we're going to talk about the Bungie store's journey with EDS.
That's Edge Delivery Services. Edge Delivery Services, for those of you who are maybe new to the technology is Adobe's latest front-end technology. It delivers speed-to-market, as well as speed for your customers. The main draw to EDS is that it runs on the Edge, so there's no server that's sitting in the back-end. All of the code is running on the Edge to give you lightning fast speed. For Bungie, we paired that with Adobe Commerce, which is their transactional e-commerce platform, handles all of our cart checkout, those sorts of items.
For authoring, we utilize the Universal Editor. So that's Adobe's new in context editing that can be used for a various number of different sources. Our source was Adobe Experience Manager. So authoring was done in Adobe Experience Manager using the Universal Editor, publish to EDS, and EDS was the delivery mechanism for the entire site. So we're going to talk to you today about the journey we took to go from a Bungie store that was just on commerce to a Bungie store that was using the latest suite of Adobe products.
So my name is Matt Miller. I'm the VP of solutions at Rightpoint. Rightpoint is a Platinum Solution Partner of Adobe. I've been utilizing the Adobe suite of products for over a decade now. I've specialized in AEM with commerce solutions. So this particular topic is super exciting for me. I remember back in 10 years ago when we used to import products into AEM and have to run blueprints and now we're integrating real-time on the Edge. So bringing that full circle has been a real joy and pleasure to be able to do. Also, working with an iconic brand like Bungie, we saw the number of hands who played Bungie video games. I very fondly recall, when Halo came out, second semester of college, all of the sudden, the entire floor of the dorm turned into one giant LAN party multiple days a week, and it was great to get the lovely messages from the university saying the LAN is only for your desktop computers, not any other devices. So with that, I'll turn it over to Chris and he's going to talk a little bit about himself and get us started. Cool. Yeah. Hi, everyone. My name is Chris Grucelski. I'm the Principal Web Operations Manager at Bungie. I've held various positions in the e-commerce industry since the Magento 1 era about 2008. So handling B2C, B2B operations for a handful of different organizations. So today I'm really thrilled to be here to share with you all of the exciting work that the teams at Rightpoint and Bungie have accomplished recently.
So today we're going to be taking you through Bungie's EDS journey to improve our store experience, the lessons we learned about EDS and the outcomes achieved for the store. We hope to have about 10 minutes at the end for any questions. So if you have any questions during the presentation, feel free to let us know during our Q&A slide.
So from this session, we hope you take away how you can plan and execute a new site design with Edge Delivery Services. Some recommendations and best practices we learned for future implementations and the results you can expect after upgrading your experience with EDS. You will see the speed it not only provides the site, but how quickly a site can be implemented with EDS.
So who is Bungie? For those unfamiliar with Bungie, we are a prominent video game developer behind successful titles such as Myth, Marathon, Halo, and most recently Destiny and Destiny 2.
What sets Bungie apart in the consumer products and commerce sector is our dedicated in-house team. The team collaborates closely with various groups within the studio to create physical merchandise and sell it to millions of fans globally through our storefront at bungiestore.com In 2020, we adopted Adobe Commerce to enhance the functionality of Bungie store. By transitioning to Adobe Commerce, we ensured that the platform could support our expanding store programs such as Bungie Rewards.
The Bungie Rewards program is really cool. It integrates our in-game player data with customer accounts all within the commerce platform to drive personalization and allow customers to purchase specific products that they've unlocked in the game.
The adoption of commerce also enabled us to handle high-volume sales events, sometimes processing up to 23,000 orders within minutes. And we usually see these when we're selling Collector's Editions for our newest expansions or games.
Cool. So after five years without significant UX and UI updates or infrastructure improvements, it was time for a refresh to meet the needs of our growing community. Our first priority was to improve Bungie rewards and the overall customer experience, ensuring a seamless and enjoyable shopping experience that resonates with our fans. We also concentrated on conversion rate optimization by refining UX/UI features to increase the number of visitors who complete purchases. Scalability was another crucial aspect. We needed an infrastructure that could grow with us, supporting an increasing number of users and transactions without compromising performance.
Additionally, we focus on effective management of the cost of ownership. By investing in more efficient technology and processes, we aim to reduce ongoing operational expenses and fully leverage Bungie's AEM tech stack.
So these business drivers form the foundation of our redesign project, helping us shape the next iteration of the Bungie Store.
So when Bungie came to us with this idea for a redesign, we wanted to not only help them with the creative aspects of it, but also enhance their technology footprint. Chris mentioned they invested in AEM after commerce, but they weren't using the two together. There were some other improvements that we wanted to make from an authorability standpoint, as well as give them the speed and the scale of a modern platform. So we came to them and said, we think EDS is the right solution for your platform. It's going to give your customers top notch speed and experience. You're already going through the redesign, so this is a good time to make that investment, make that jump. And then with the scalability that they wanted to achieve, they wanted to start offering more products, they want to start branching out beyond the Destiny brand, as they continue to move forward, EDS would provide the foundation for that growth and ensure that they are able to continue to grow not only this year, but five years from now.
With the AEM edition, utilizing the Universal Editor, we thought we could provide them a premium authoring experience, as well as the capabilities of a digital asset manager. So their merchandisers, their content authors can go in and be able to more quickly update the site, get those published out, and then be able to have assets that were reused across the ecosystem. And then finally, the customer experience. So not only did we implement EDS, but we also implemented some upgrades to their current experience that were more intuitive to customers that streamline some of the processes that will lead to the conversion rate optimization that we're looking for. So we felt like EDS was the right solution for them. Utilizing the Universal Editor and their investment in AEM maximize the return on what they were already paying for, and then being able to bring in the features and functionality of a content management system.
So this is the timeline for our EDS implementation. So for those of you who've seen EDS elements, they talk a lot about the 90-day Go lifecycle, and we were able to achieve that here with Bungie.
We started in mid-December. We focused on the core technical elements that we needed to enable EDS within their platform. The first being a commerce upgrade and enablement of catalog services and live search. This is going to become the foundation for the APIs needed for EDS.
Parallel to that, our EDS team was setting up EDS and was enabling the commerce drop-ins to be Universal Editor authorable. So today, commerce is enabled for document-based editing. We took it and enhanced it to be able to be edited with the Universal Editor. So all of the product details, mini cart, things like that that were native for document based were now available in the Universal Editor.
We came back from the holidays and that's when we kicked off the design initiative. So our design team came in, met with Bungie and started to outline what the new visual experience was and customer experience was going to be for the Bungie game players.
In parallel to that, we were also continuing our development efforts. We were enhancing the EDS blocks that we knew we were going to need to create such as the rewards product carousel, the related products block, and various other content only enhancements that we needed to make for heroes and carousels and those sorts of things. Our commerce team focused on the back-end login flow enhancements that we needed to make, as well as leveraging the EDS bridge code that would allow us to share sessions between EDS and commerce because we were only doing EDS on the browsing search pages. So we do a handoff to commerce for login, and account pages.
The final month was really focused on fine-tuning. So we were fine-tuning the customer experience. We were fine-tuning some of the areas of the design that we needed to flush out, as well as we were focusing on the handoff pieces, making sure that session management was handled properly, making sure that log out was handling properly. And then the final step was the rewards testing. We had a number of people across Rightpoint and Bungie who were helping us with that because we were integrating with the actual gameplay API and it's very difficult to spoof the rewards and elements that you needed. So we needed real game players to come in and help us test. So we were able to get a number of people across the organizations to come in, help us test, see what rewards they were offered and making sure that we had all of our use cases covered. So I'm going to give a special thanks to Chris and his sons.
We spent a lot of time testing and his sons actually provided pretty good UAT feedback as well. - Yeah. - So which was fun. And then we shipped Chris off for a cruise on Europe for Go Live. So we wanted to make sure he was as far away and safe as possible when we decided to go live here in mid-March. So the site's been live for a little over a week. It's been performing really well.
So with that, this is our high-level architecture of what we put together. So Edge Delivery manages what we call a split glass, right? So Edge Delivery is going to manage our content pages, our header, our footer, our mini cart, search, product list, and product details.
AEM is the backbone of the content management stack, so it manages all of those pages that are content-driven in that browse and search flow that's delivered by EDS. It's also our digital asset repository. So all of the marketing assets and things that we need are housed within AEM.
We enabled catalog services. Catalog services drives the product search, the product list, and the product detail elements of the website. For those of you unfamiliar with catalog services, it also includes Adobe Live Search, which is the AI search platform. So it's personalized results based on the products you're looking at based on your personal interaction with the website.
Catalog services is backed by Adobe Commerce for catalog and product list data.
For our transactional pages, so our log in, my account, cart, and checkout, those are all still hosted on commerce. So this was really about that speed element. We wanted to ensure that we hit our three-month timeline. We wanted to ensure we could provide the biggest customer impact and that was on the browse and search experience. So leaving the transactional elements within commerce was very beneficial to us. And then we have the Bungie Net platform. So this is the actual gameplay platform that you're able to log into it and we can extract then return their rewards information. So the gameplay, the things that they do, what they unlock in the game, we're able to get returned to us via their API to unlock products on the actual website. So this is where Chris and team can do exclusive content, exclusive items that are just for people who are game players and for people who are skilled game players that are able to unlock more achievements.
And then all of that is fronted by a CDN which handles all of our routing. So Adobe recommends as bring your own CDN. So we brought our CDN and that's what handles all of our routing between EDS and Commerce.
All right.
So now we're going to talk a little bit about the visual design. So you've seen it throughout our slides and we'll show a short video of the demo site after this, but the one thing you notice is we've changed the theme to a very dark theme. It's a theme that mimics what game players expect. Any developers in the room probably have your IDE set on dark mode. You're very familiar with this kind of interface.
Few of the other elements that we've added, we enhanced the size of the site in general. So you see bigger target areas, you see text and things that are a little bit larger than they were in the past, clearer callouts for our rewards gameplay elements. So the achievements, what do you have to do to unlock this product became more transparent and more identifiable to gameplay users.
And then we streamlined the purchase process. So little things like moving up the add-to-cart button on the PDP, add-to-cart sticky on mobile, all of those little enhancements to really encourage that path to purchase.
And then finally streamlining the login flow. Because this site runs on the need for integration with the gameplay, we really focused on the login process, looking and ensuring that the person is logging into their gameplay account, not just their store account. So we do a lookup and help guide the customer through that login process so that they can maximize the value and the experience on the site.
So with that, we're going to show a little demo of the site itself and walk you through some of the things that are happening. So this video is at real-time, so you can see how fast the site is. You notice some of the enhancements we've made to the hero carousel. This is our product rewards carousel that we custom developed. And then you can scroll down and you can start seeing where we get some product listing and other information. So all of these blocks were developed either custom or as enhancements to the existing drop-ins. So this is a product list drop-in that we've enhanced with just visual elements, and some additional information, as well as added infinite scroll. Here's some hero elements. You can see the different styles that we have applied to them, overlays, being able to display text left and right, and then we have an image carousel there at the bottom.
And then the final is the custom footer.
So we're going to scroll up and we're going to look at a product list page. So we're going to click on the 10 Years of Destiny banner here and it's going to take us to a product list page. So we've got the ability to sort and filter on this page. Filters are coming soon. Anybody from Adobe Live Search that can help us with the filter problem, let us know.
Then we go into a product detail page. See we moved the add-to-cart up, and added a related product carousel there at the bottom.
We're going to go ahead and we're going to add this product to cart.
Once we add it to cart, we're actually making another API called e-commerce to see if there's any gift with purchase products. So now we've got two products in our cart because we've got a gift with purchase, and then we're able to go to a landing page. So this is, again, a customized landing page. All of these blocks are available to the merchandisers and content authors to mix and match and create the experience that they need to continue to drive customer engagement.
Then we're going to go look at the search experience. So the search experience is most of the out-of-the-box functionality for commerce. So you see a full page takeover, you see the ability to see a preview of products, and then the ability to go to a search result page.
Here we're going to pick a product with a promotional price, and we're going to go ahead and add that product to cart. And in this case, we notice we've already got the gift with purchase, so we're not going to add another one to the cart.
Going to the login page, this is where we streamlined the login experience. So you see we've made the login to Bungie Net, more prominent and higher on the page. We've only given them an ability to enter their email. This will do a lookup to see if they have a linked account. If they have a linked account, we'll prompt them to log in with Bungie Net. Once they log in with Bungie Net, they can now see a different rewards experience. So you can see this user has ready for purchase, the product there on the left. Another one here on the left.
And then yet another one that we're going to click on here is the pin set.
So they can clearly see what they can purchase, what they can't with very clear indicators, and then the same thing on the PDP. So you see that big ready for purchase button, they know that they've unlocked it, it tells them what reward they need to unlock, and how to achieve it.
And this product also had a gift with purchase, so once we've added this product, they actually get another free promotional gift.
So that's summary of what we did for the Bungie site and some of the enhancements we made utilizing EDS.
We're playing the Demo, I guess.
So we now want to take a little bit of time and reflect on what we learned a little bit about EDS. So over this section, it's going to be a little bit more technical, but we'll tie it back to business outcomes and some of the things that you can look for within your project to know that the team is implementing and utilizing EDS in the best possible way.
So the first thing coming from years of AEM development, it took us a little while to break away from the common paradigms, common things we used to do in AEM development. Not just calling things blocks from components that still trips us up, but also some of the ideas and some of the ways that AEM integrates with EDS. So utilizing the Universal Editor in AEM doesn't mean that it uses some of the common AEM elements. You're not going to see service development. You're not going to see servlet development. You're not going to be creating components and dialogues. You're going to be doing things and operating in a slightly different manner.
I've heard a common misconception that EDS is the new publish instance. It's not. EDS is its own standalone product. It integrates with AEM, but it's not replacing a publish instance. It's not the same thing and the same functionality.
So our first recommendation is get to know David's Model Second Take. It's an article out on the Adobe documentation. For those of you who don't know who David is, it's David Neuscheler. He is one of the creators of AEM and he was also part of the creation team for EDS. So he has two different takes. One for when he created AEM and this one for EDS, but there are a couple of call-outs in there that I want to bring to your attention. The first one, no nested blocks. EDS was created for a document-based editing platform.
When you're using a document, there's no hierarchy, right? It's tables. It's all within one flat structure. That's how EDS is created. So there's no nesting of elements. So the idea of like I have a carousel that I can drop different components in and it renders doesn't exist within EDS.
The second is how they limit column and row spans. And this will come into play a lot more when you start looking at your Lighthouse scores, and making sure you're not doing things that will adversely affect your layout shift on page load. But they very much limit the idea of columns and being able to do some of the things you're used to in the editable templates, right? You're able to grab a component, move it around, do all of that. That doesn't exist within EDS in the same fashion. You can mimic some of that behavior and as you saw, we had blocks side by side. We were able to do some of that, but it's not the same paradigm. So just understanding and making sure you understand those guiding principles will really help you in your delivery.
Finally, EDS is new and it's constantly evolving. I think a week after we started the project, they released a whole new version of commerce drop-ins. Since then, there's been a number of minor updates to some of the commerce drop-ins. So staying on top, staying in communication with Adobe is very key. We were able to get the commerce drop-ins a week early when we kicked off our project because we were in communication with them. There are a number of things they're doing to make the Universal Editor more like AEM. So if you go out and you can find their work-in progress elements, they're doing things like having template editors, multi-site manager enhancements. All of those things are currently in the works and in some phase of a work-in progress that you can implement or help Adobe test or go through. So keeping up-to-date on what's happening in the ecosystem is really important because it's moving very, very fast and you don't want to have to custom implement something, that's halfway done for you by Adobe. So just stay up-to-date on all of those items.
When planning for Universal Editor and custom blocks. So again, I've said it's not like AEM in some cases, but it feels like it. So you can see the Universal Editor. You highlight blocks. You're able to edit them. It feels very much like an AEM infrastructure.
The big thing is just you don't have control over the DOM output. EDS does all of that for you, but there are some attributes. There are some custom things that are built into EDS that if you understand their content modeling. Again, it's all part of the Adobe documentation, but there's a lot out there. So pulling the couple things that you need to look at, the content modeling is one. For example, you want to mimic the style editor from AEM. There's a classes attribute in EDS. If you implement that attribute, it'll put a class on the outside of the block. So you can very quickly and easily implement a style like authoring for your EDS blocks without any custom development. All you have to do is write the CSS. You're able to group DOM elements within EDS. So just by naming convention, you can group things rather than having a flat structure. You can have a hierarchical structure. Things like that banner that we show where you put the text in one element, you can then group all of those elements in an outer div, make it so much easier to style. So understanding the models and utilizing the out-of-the-box EDS features will really limit your customization.
Just like components, planning for your blocks is important. So this is where non-technical people it's a big part for you, right? Making sure you help your implementation teams with their block definition. How do you want to author it? What do you want it to look like? What things do you want grouped together and have to be just style options? Those are all key things to both limit the number of blocks you have and enable the ease of authoring for your users. So you don't want to have too many options where they've got a dropdown of 10 or 15 style options, but you also want to give them the blocks that they need and the options that they have.
And finally, plan for code reusability. So again, ties back to that no nesting. We had three different carousels on that homepage. All of those carousels used the same slide creation logic, used the same indicator logic. All of that was things that we had to plan out. We had to pull out, put in a JavaScript utility, and then share them with the blocks that they have. So making sure that you plan for that reusability when you're doing out your dev responsibilities. So you don't want to have developer A and developer B working on blocks that share the same code without knowing and communicating to them. Hey, pull this code out, you work on this shared piece, you work on that shared piece so that way you're not running into where all of your blocks are completely independent and you're using similar code in five or six different places.
Continually monitoring Lighthouse. So just like any other implementation, performance has to be something that you consciously think about. This is the biggest value prop to EDS. So anytime you see Adobe come up and talk about EDS, you'll see a slide similar to this where you see all of the green and all the 90 plus Lighthouse scores. That doesn't happen by accident. That doesn't happen just by turning on EDS. You still have to do development, you still have to plan for it, you still have to monitor it. And the tools within EDS help you do that. So there's a GitHub action on all of your PRs that will give you the Lighthouse scores for that branch.
Utilize it. Don't ignore it.
Fix those issues right away because they start to compound. One branch that maybe drops your Lighthouse score for performance by 5 points or drops your accessibility score by 5 points combined with another branch that also drops your score by 5 points, together can drop it by 20. So then it becomes harder to figure out, what caused the issue, why did it drop so much and you're scrambling and you're trying to-- You're in recovery mode. Fix them on the branch, the information's there for you, spend the time and the effort to do it and don't overlook it. For us, the last point was super critical. We were in a split glass situation. Our CDN was doing a lot of heavy lifting for routing and for making sure customers were seeing the right pages, but it also helps you with those Lighthouse scores, right? So the Lighthouse scores you see within your GitHub action, those are run core rev vitals check on specific branches. They don't have the benefits of a CDN. So you'll get a better understanding of the translation between what you're seeing in your PRs and your actions to what your customers are actually going to experience on your site if you get your CDN set up.
And then for us, like I said, it was really important for the routing and being able to test end-to-end. So we couldn't test add-to-cart without a lot of hoops to being jumped through without the CDN.
So the final piece of recommendations is really doing a deep dive in understanding of the EDS rendering. So this comes down to understanding how and when things are flowing and happening. So we started implementing commerce, I believe in Sprint 2. We started adding our product list pages, we started working on our rewards pages, and Chris quickly turned and said, "Hey, I'm noticing that the headers seems like it's loading rather late." By default in EDS, the header loads after all of the body content. So it wasn't noticeable when we just had content on the page. Everything was rendering rather quickly, but once we were starting making API calls, all of the sudden the body of the page was loading and then all of a sudden your header was popping in. It felt like a very disjointed element. So understanding what's there and how those little things can affect the customer experience is very important. This will also help you in your Lighthouse elements. You're going to make modifications that are going to cause layout shift.
It's going to happen, right? Understanding what levers you can pull and where that code is being executed is super important. So for example, section is within the headScript.js that's where it's rendered. If you do anything with layouting, you want to do it within a section because it's going to load quickly.
If you load something in a block, it's going to load at the time that block renders on the page. So at that point, it's going to load the CSS and the JavaScript for that block. So if you do any layouting within a block, it's going to affect your layout shift score. So those little things are going to be able to help you decode and be able to provide the best experience.
And then finally, the difference in drop-ins. So commerce is implemented different than content. The drop-ins utilize Preact, so it's a lightweight version of React. They also have the ability to interact directly with the JSON. Whereas content, you get a DOM object back. So you have different paradigms when you're working with content and when you're working with commerce. So understanding what you can do within the drop-in. Drop-ins also have eventing. So you can do things like when is my product data ready? When is my cart ready? When is my cart refreshed? All of those events are things that you can tap into that you can't tap into on the commerce side or on the content side. So understanding the difference between content and the commerce and how they interact with each other is important to maintaining this. So for non-technical folks, if you start to see your performance consistently drop, if you start to see weird rendering order, right? Those are all things that you can flag and start to address early, and you can help your implementation teams stay on top of those items.
So with that, I'll turn it over to Chris to talk a little bit about our project outcomes. Yeah. So thank you, Matt. You're brilliant, and the team at Rightpoint is really brilliant. This is amazing work that we saw some huge performance gains. So yeah, as we looked at the timeline, we saw, we kicked off a redesign project in December, and our timeline was very aggressive. So we just launched our site last Monday. Already, we're noticing several immediate benefits. Our merchandisers now have a more efficient way to create and merchandise pages across the site including home pages and landing pages. Scheduling content updates has become easier to set up and configure. Although we're still learning, we're already seeing some significant improvements in content authoring. These outcomes highlight the positive impact of our redesign project from the start. So let's review some of the metrics.
So as we compare these to our business drivers and how they've translated into real world improvements with our recent release, we look at improving our customer experience. Customers will notice a significant increase in speed with the enhanced experience design. Performance has increased by 37 points, 62% improvement. Accessibility has improved by 30 points and SEO by 17 points. Mobile performance saw a remarkable boost of 60 points.
The enhanced speed has increased the product listing page views by 65% as customers are browsing more products and viewing 20% more product detail pages. This enhanced browsing experience aligns with our business driver to significantly improve the customer experience and Bungie Rewards.
Conversion rate optimization. Overall traffic is up 27% with 17% increase in pages viewed. The increased speed and improved UX/UI design have resulted in customers staying on the site 33% longer and adding 29% more items to their cart, increasing their engagement by 13%.
These metrics reflect our aim to optimize the conversion rate effectively.
One of the things that surprised me on the outcomes so far has actually been that people have increased their time on the site. I thought with the faster pages and with the customer base that they would like come get what they want and but the fact that they're browsing more products and staying on the site longer, I thought was in-- No. It was very surprising that I thought they would balance right after things load and they couldn't find things. - Yeah. - Yeah. So scalability, we conducted load tests at 15, 30, and 45 times the current peak load. Impressively, the error rate remained at zero until 45 times the peak load, resulting in an error rate of just 0.01%. We maintained sub-second load times through 15 times peak load. This initial test demonstrates that the new EDS-powered site will scale with Bungie's continued growth, aligning with our scalability objective.
And lastly is the effective cost management. So although we just launched, last Monday, we are seeing improved operational efficiencies for our store operators. And additionally, leveraging Bungie's AEM tech stack has further streamlined our operations and reduce cost. So these outcomes clearly show that our business drivers are not just theoretical goals, but are being translated into tangible improvements for our platform and our user experience.
So what's next for us on Bungie Store and our EDS work after we get home from Summit? We already have an additional release planned or releases planned as fast follows to our MVP launch last week. Upgrading our regional EU site to utilize EDS to browse and search to ensure site parity between the two storefronts. Evaluating our transaction pages for EDS integration based on the latest drop-ins. And identifying other areas within the organization where we can incorporate and expand our EDS footprint.
So in summary, I mentioned I've been in the Adobe ecosystem for over 10 years, and I can say I was shocked at EDS's ability to deliver.
I was definitely a skeptic being an AEM person, and I'm like, "All right, we'll give it a shot." But it completely delivered on the performance side. Yes, we had to maintain it, we had to manage it. It was something we had to actively work at, but we were able to achieve it and the site feels fast. It feels good to a customer, as well as it's accessible. And part of that was the design team enlarging some of the targets on buttons and carousel indicators, but a lot of that was the DOM structure and things that EDS provides. As Chris just went through, it resulted in real world of results, right? We're seeing customers spend more time there. We're seeing them interact. We're seeing them add-to-cart. We're seeing them purchase at a higher rate than they were before the EDS implementation.
The authoring enhancements have been nice. The Universal Editor has some quirks, has some things that it's still working out, but one of the main content authors of the site, she was pleasantly surprised with how easy it was. Bungie Net was actually down this morning and she quickly updated the header banner at the top of the page to let all of the customers know while we were sitting here right at Summit. So we were able to author the site and as Chris said streamline some of the performance impacts. They have other sites on their AEM platform. Now everything's managed within one place, and we're looking forward to getting the EU site out here shortly.
And then finally, the 90-day Go Live. This took a lot of dedicated effort. So we had to manage dependencies between the design team, the EDS team, the commerce team to ensure that we could hit it. But we had some great partners in Bungie. They were flexible and understood when we're like, "Hey, we really can't get that in or we can't guarantee that." But I think we got most of the things we were unsure about in, and we were able to timely get design approvals. We worked in very close collaboration with the team making sure that they saw prototypes, they saw all of our work-in progress stuff to ensure that we were able to hit that 90-day deadline.
The other thing was and I mentioned the dedicated testers on the reward side, but the commitment across the board of both organizations to get it done.
So with that, we're going to open up to questions, but I want to thank the team that worked on this project. So Chris and I are lucky enough to be standing up here, but there was a whole team of people both at Rightpoint and Bungie who were dedicated to getting this done on time.
Go Live Week and the preparation for that I know was a long week. So I really appreciate the team and all of the hard work that went into this from both sides of the house. So with that we'll open it up to any questions that people have.
So thank you all for coming. Thank you.
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