Under the guidance of Henry Heilbrunn, Prodigy developed a fully staffed 24/7 newsroom with editors, writers and graphic artists intent on building the world's first true online medium. The initial result was that Prodigy pioneered the concept of an online
content portal—a single site offering news, weather, sports, communication with other members and shopping for goods and services such as groceries, general merchandise, brokerage services and airline reservations. The service provided several lifestyle features, including popular syndicated columnists,
Zagat restaurant surveys,
Consumer Reports articles and test reports, games for children and adults, in-depth original features called "Timely Topics", bulletin boards moderated by subject matter experts, movie reviews and email. Working with Heilbrunn in the early stages of Prodigy's design, Bob Bedard pioneered the business model for electronic commerce. Prodigy was the service that launched
ESPN's online presence. Prodigy quickly implemented application standard code modules loaded from diskette. These modules relied upon real-time tokenized data from Prodigy database servers to drive core Prodigy service functionality on local user PCs. This client-server design worked well; by staging application-specific and reusable common code modules on Prodigy end-user diskettes, millisecond "click-to-available-cursor" response times were achieved that were otherwise unachievable in 1986 over slow 1,200-to-2,400 bit/s modems. The service was presented using a
graphical user interface. The Data Object Architecture wrapped vector and incremental point graphics, encoded as per
NAPLPS, along with interpretative programs written in the proprietary languages TBOL (Trintex Basic Object Language) and PAL (Prodigy Application Language). NAPLPS grew out of the Canadian
Telidon project, becoming an international standard in 1983 after some extensions were added by
AT&T Corporation. NAPLPS enabled the display of colors and graphics supporting electronic advertising, publishing and commerce. The initial emphasis was on
DOS and later
Microsoft Windows. After that, users could use the
Apple Macintosh, but some Prodigy screens were not properly configured to the Mac standard, resulting in wasted space or partial graphics. Prodigy's initial business model relied more on advertising and online shopping for cash flow than on monthly subscriptions. Subscribers were charged a flat monthly fee that provided unlimited access. Initially, a monthly rate was set for unlimited usage time and 30 personal messages. In addition, subscribers could purchase additional messages. Later, Prodigy divided its service into "Core" and "Plus" sections. Core section usage remained unlimited, but Plus sections were limited by usage time. Subscribers were afforded a monthly allotment of Plus time, but if that time was exceeded, the subscriber would incur additional charges based on usage time. A blue indicator in the bottom-right corner of the screen indicated the subscriber's section. Prodigy's shopping applications initially underperformed relative to expectations. This was attributed to the company's misperception that online shoppers would pay a premium rather than expect discounts for merchandise and to the product's poor graphics that resulted from the limitations of current technology. Using the early NAPLPS graphic standard, rendering realistic images of products was impossible, presenting great difficulty for online merchants to market products. Despite these challenges, Prodigy was primarily responsible for helping merchants such as
PC Flowers become some of the earliest
e-commerce success stories. However, revenue from advertising was limited. By 1993, Prodigy was developing a network architecture now known as a
content delivery network in which the network caches its most frequently accessed content as close as possible to the users. The company sold private versions of it within customers' private corporate networks. ==Price increases==