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    <link>https://repositorio.ufpb.br/jspui/handle/123456789/11053</link>
    <description />
    <pubDate>Mon, 13 Apr 2026 21:49:49 GMT</pubDate>
    <dc:date>2026-04-13T21:49:49Z</dc:date>
    <item>
      <title>Design em cena : design social aplicado à criação do sistema de identidade visual do curso de cinema e audiovisual da Universidade Federal da Paraíba</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37898</link>
      <description>Título: Design em cena : design social aplicado à criação do sistema de identidade visual do curso de cinema e audiovisual da Universidade Federal da Paraíba
Autor(es): Almeida, Matheus Félix de
Orientador: Vilela, Mateus Dias
Abstract: This paper presents the process of developing the visual identity of the Cinema and&#xD;
Audiovisual Program at the Federal University of Paraíba (UFPB), an institution that,&#xD;
since its establishment in 2012, has consolidated itself as a center for film education&#xD;
in northeastern Brazil. The main objective is to construct a visual identity system that&#xD;
responds to the program’s communication demands in a methodologically rigorous&#xD;
manner, while remaining conceptually committed to the institution’s historical and&#xD;
cultural specificity. The theoretical framework articulates the trajectory of cinema as&#xD;
an artistic language and academic field in Brazil with the evolution of graphic design,&#xD;
from the Industrial Revolution to the emergence of social design, highlighting how&#xD;
design practice can engage with collective and identity-based contexts. The&#xD;
methodology adopted is an adaptation of the visual identity system development&#xD;
model proposed by Peón (2003), incorporating a participatory briefing with&#xD;
representatives from the program’s coordination and student body, whose&#xD;
contributions guided all design decisions. From this collective dialogue, two central&#xD;
concepts emerged to guide the project: projection and belonging. These concepts&#xD;
were translated into a visual system grounded in Modernism and the Swiss Style,&#xD;
with the incorporation of woodcut (xilography) as a regional aesthetic-cultural&#xD;
reference. The result is a visual identity proposal that seeks to make the origin and&#xD;
collective identity of the Cinema and Audiovisual Program at UFPB immediately&#xD;
visible and recognizable.
Editor: Universidade Federal da Paraíba
Tipo: TCC</description>
      <pubDate>Tue, 07 Apr 2026 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37898</guid>
      <dc:date>2026-04-07T00:00:00Z</dc:date>
    </item>
    <item>
      <title>FoMO versus Churn : estratégias de engajamento e retenção de jogadores observadas no jogo-serviço Destiny 2</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37665</link>
      <description>Título: FoMO versus Churn : estratégias de engajamento e retenção de jogadores observadas no jogo-serviço Destiny 2
Autor(es): Gomes, João Victor Lins Brasil
Orientador: Gomes,  Ivan Mussa Tavares
Abstract: In the last decade, the electronic games market has transformed, shifting from a&#xD;
consumption model based on a single acquisition to one focused on continuous&#xD;
services known as "games-as-a-service." This change, driven by increasingly&#xD;
larger development budgets and the pursuit of stable revenues, has resulted in&#xD;
fewer new franchises and a priority on retaining the existing player base in&#xD;
ongoing titles. This work investigates how this retention effort manifests in the&#xD;
visual and interactive components of games-as-a-service, focusing on Destiny 2&#xD;
(BUNGIE, 2017) as a case study. The research contextualizes the emergence of&#xD;
games-as-a-service within the phenomenon of platform capitalism, in which the&#xD;
collection and processing of player data has become crucial. Key concepts such&#xD;
as churn (game abandonment), FoMO (Fear of Missing Out), and serialization are&#xD;
explored to demonstrate how game developers seek to create mechanics and&#xD;
limited-time content structures, such as reward passes and the Destiny Content&#xD;
Vault (DCV), to encourage continuous gameplay and monetization. The qualitative&#xD;
methodology employed, grounded in Rapp's (2022) work on game design and&#xD;
temporal engagement, included the collection and analysis of screenshots of&#xD;
Destiny 2's user interface and the Bungie website. The sequential analysis of&#xD;
game screens, from the introduction of new users to use by veterans, revealed&#xD;
how Destiny 2 operates as a complex system designed to maximize retention,&#xD;
utilizing notifications, visual markers, and cyclical progression dynamics to keep&#xD;
the player engaged and an active consumer.
Editor: Universidade Federal da Paraíba
Tipo: TCC</description>
      <pubDate>Fri, 26 Sep 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37665</guid>
      <dc:date>2025-09-26T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Jornada para a motivação : redesign de projeto de motivação, a partir de bem-estar corporativo público</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37620</link>
      <description>Título: Jornada para a motivação : redesign de projeto de motivação, a partir de bem-estar corporativo público
Autor(es): Alves, Elias Vinícios Barbosa
Orientador: Ferreira,  Sérgio Rodrigo da Silva
Abstract: This final project presents a report and proposal for the redesign of the “MotivAção”&#xD;
project, developed at the Regional Superintendence of the Federal Police in&#xD;
Paraíba, focusing on enhancing visual identity as a tool for strengthening the&#xD;
Superintendence's organizational culture. The research problem stems from the&#xD;
observation that the lack of a coherent visual identity compromises the project's&#xD;
effectiveness, hindering its assimilation by employees and reducing its impact within&#xD;
the organization. The overall objective was to develop a new visual identity strategy&#xD;
for the project, aligning it with public management principles and the communication&#xD;
needs of users. The methodology used was based on a literature review of visual&#xD;
identity and branding theories, combined with a documentary analysis of the existing&#xD;
project and the application of Wheeler and Peón's methods to structure the redesign.&#xD;
The results demonstrated that the redesign proposal contributes to making the&#xD;
project clearer, more attractive, and more functional, in addition to favoring its&#xD;
adaptability to different brand applications. It is concluded that the reformulation of&#xD;
the visual identity constitutes an essential tool to promote integration between&#xD;
servers and management, reinforcing the strategic role of design in the public sector.
Editor: Universidade Federal da Paraíba
Tipo: TCC</description>
      <pubDate>Fri, 10 Oct 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37620</guid>
      <dc:date>2025-10-10T00:00:00Z</dc:date>
    </item>
    <item>
      <title>Do rosa ao cinza : uma análise sobre as estratégias implícitas no redesign da marca boca rosa beauty aplicadas no instagram</title>
      <link>https://repositorio.ufpb.br/jspui/handle/123456789/37452</link>
      <description>Título: Do rosa ao cinza : uma análise sobre as estratégias implícitas no redesign da marca boca rosa beauty aplicadas no instagram
Autor(es): Silva, Bruno Henrique dos Santos
Orientador: Ferreira, Sérgio Rodrigo da Silva
Abstract: This study critically analyzes the rebranding process of the cosmetics brand Boca&#xD;
Rosa Beauty, focusing on the visual transition “from pink to gray” and its&#xD;
communication on Instagram between June 2024 and March 2025. This qualitative&#xD;
and exploratory research adopts the brand’s digital profile as a case study and&#xD;
integrates references from design and branding with critical perspectives from&#xD;
consumer culture and gender studies. The results show that the brand abandons&#xD;
vibrant pink, associated with a youthful and popular aesthetic, to adopt a gray palette&#xD;
and dual typography, aligning with the chromatic and formal standards of the luxury&#xD;
market to project sophistication and maturity. However, discourses of female&#xD;
empowerment, diversity, and independence are reified, converted into symbolic&#xD;
commodities, and performed as marketing assets. It is concluded that Boca Rosa’s&#xD;
rebranding exemplifies how contemporary capitalism absorbs and commercializes&#xD;
social agendas, balancing the promise of authenticity with the calculated&#xD;
performance of branding.
Editor: Universidade Federal da Paraíba
Tipo: TCC</description>
      <pubDate>Fri, 03 Oct 2025 00:00:00 GMT</pubDate>
      <guid isPermaLink="false">https://repositorio.ufpb.br/jspui/handle/123456789/37452</guid>
      <dc:date>2025-10-03T00:00:00Z</dc:date>
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