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Kiev Gama

Publications and source records attributed to Kiev Gama.

At least 19 recordsLinked to original sources

GADR: Gathering Architecture Decision Records from Meeting Transcriptions

Existing LLM-based approaches to Architecture Decision Record (ADR) generation share a critical and largely unexamined assumption: that input is already reasonably structured. In practice, architectural decisions emerge from informal, noisy meetings where choices are implicit, fragmented, and entangled with off-topic dialogue, precisely the conditions under which single-pass prompting degrades. This paper presents GADR, a multi-agent, self-correcting workflow that extracts architectural decisions from raw meeting transcriptions and generates Nygard-formatted ADR drafts. A feasibility study comprising five real project meeting transcripts, expert review by four senior architects, and evaluation by fifteen students provides initial evidence that the agentic workflow captures most expert-identified decisions and produces drafts participants found clear and useful, outperforming zero-shot and few-shot baselines in stability and structural adherence. The study also addresses the underexplored trade-off of RAG-based enrichment improving ADR depth while simultaneously risking transcript-unfaithful content, raising open questions about traceability in automated architectural documentation that we believe is worth the community's attention.

cs.SE

Comparing the Quality of Code Generated by Vibe Coding Tools

The use of AI agents for automatic code generation has become increasingly common in software development. However, concerns remain about the quality of the generated code, including aspects of maintainability, readability, and long-term evolution. This study compares the structural quality of code produced by three widely adopted vibe coding tools --- Lovable, v0, and Replit --- starting from a single generation prompt. We generate three independent projects per tool, totalling nine web applications, and submit them to static analysis with SonarQube. We collect metrics such as the number of issues, severity distribution, estimated remediation effort, cyclomatic and cognitive complexity, and code duplication. Preliminary results show that the tools exhibit distinct qualitative profiles: Lovable concentrates issues of lower severity but presents a substantially higher density of code smells per KLOC, while v0 and Replit produce more code with more aggressive severity profiles. These findings suggest that choosing between vibe coding tools involves structural trade-offs that go beyond perceived productivity.

cs.SE

A Preliminary Study on the Impact of AI in the Creativity and Collaboration in Software Teams

Generative artificial intelligence (GenAI) tools are reshaping software engineering work, increasingly acting as cognitive partners rather than purely instrumental aids. Most AI tooling remains optimized for individual use, yet software development is inherently collaborative and creative, raising open questions about how AI affects team-based work. This paper examines how software engineering professionals perceive and integrate AI tools focusing on creativity and collaboration within teams. We conducted semi-structured interviews with 13 software professionals from four companies, each representing a distinct team. Our analysis identifies three central themes - AI Use, Consequences of AI, and Collaboration and Team Dynamics, alongside Emotions as a cross-cutting dimension. Key findings include: AI broadens developers' creative repertoires but may narrow independent ideation; developers increasingly consult AI instead of colleagues, weakening peer learning and mentoring; and teams are developing emerging triadic collaboration patterns in which developers, colleagues, and AI reason together.

cs.SE

Communication Skills in Software Engineering: A Multivocal Review

Communication skills are increasingly recognized as essential in Software Engineering, yet discussions about them remain fragmented across academic and gray literature. This fragmentation is problematic because it limits a broader understanding of how communication is valued, taught, and applied in both educational and professional settings. Through a multivocal literature review, we found strong convergence between academic and gray sources in treating communication as a core competency, while also identifying differences in emphasis, with academia focusing on conceptualization and empirical evidence and gray literature stressing practical consequences and emerging industry practices.

cs.SE

Challenges and Enablers: Remote Work for People with Disabilities in Software Development Teams

The increasing adoption of remote and hybrid work modalities in the technology sector has brought new opportunities and challenges for the inclusion of people with disabilities (PWD) in software development teams (SDT). This study investigates how remote work affects PWDs' experience in mixed-ability SDT, focusing on the unique challenges and strategies that emerge in remote environments. We conducted an online survey with \totalSurveyResponses valid responses, encompassing PWD, their leaders, and teammates, to capture sociotechnical aspects of their experiences with remote collaboration. To deepen our understanding, we carried out 14 structured interviews with software developers who self-identified as having disabilities (six autistic individuals, six with physical disabilities, and two who are d/Deaf). Our analysis combines quantitative data with qualitative coding of open-ended survey responses and interview transcripts. The results reveal that, despite the barriers faced by team members with disabilities, their teammates and leaders have a limited perception of the daily challenges involved in sustaining collaborative remote work. These findings highlight opportunities for improvement in accessibility tools, communication strategies, and adaptive management approaches.

cs.SE

"Can you feel the vibes?": An exploration of novice programmer engagement with vibe coding

Emerging alongside generative AI and the broader trend of AI-assisted coding, the term "vibe coding" refers to creating software via natural language prompts rather than direct code authorship. This approach promises to democratize software development, but its educational implications remain underexplored. This paper reports on a one-day educational hackathon investigating how novice programmers and mixed-experience teams engage with vibe coding. We organized an inclusive event at a Brazilian public university with 31 undergraduate participants from computing and non-computing disciplines, divided into nine teams. Through observations, an exit survey, and semi-structured interviews, we examined creative processes, tool usage patterns, collaboration dynamics, and learning outcomes. Findings reveal that vibe coding enabled rapid prototyping and cross-disciplinary collaboration, with participants developing prompt engineering skills and delivering functional demonstrations within time constraints. However, we observed premature convergence in ideation, uneven code quality requiring rework, and limited engagement with core software engineering practices. Teams adopted sophisticated workflows combining multiple AI tools in pipeline configurations, with human judgment remaining essential for critical refinement. The short format (9 hours) proved effective for confidence-building among newcomers while accommodating participants with limited availability. We conclude that vibe coding hackathons can serve as valuable low-stakes learning environments when coupled with explicit scaffolds for divergent thinking, critical evaluation of AI outputs, and realistic expectations about production quality.

cs.SE

Tether: A Personalized Support Assistant for Software Engineers with ADHD

Equity, diversity, and inclusion in software engineering often overlook neurodiversity, particularly the experiences of developers with Attention Deficit Hyperactivity Disorder (ADHD). Despite the growing awareness about that population in SE, few tools are designed to support their cognitive challenges (e.g., sustained attention, task initiation, self-regulation) within development workflows. We present Tether, an LLM-powered desktop application designed to support software engineers with ADHD by delivering adaptive, context-aware assistance. Drawing from engineering research methodology, Tether combines local activity monitoring, retrieval-augmented generation (RAG), and gamification to offer real-time focus support and personalized dialogue. The system integrates operating system level system tracking to prompt engagement and its chatbot leverages ADHD-specific resources to offer relevant responses. Preliminary validation through self-use revealed improved contextual accuracy following iterative prompt refinements and RAG enhancements. Tether differentiates itself from generic tools by being adaptable and aligned with software-specific workflows and ADHD-related challenges. While not yet evaluated by target users, this work lays the foundation for future neurodiversity-aware tools in SE and highlights the potential of LLMs as personalized support systems for underrepresented cognitive needs.

cs.SE

Understanding Underrepresented Groups in Open Source Software

Context: Diversity can impact team communication, productivity, cohesiveness, and creativity. Analyzing the existing knowledge about diversity in open source software (OSS) projects can provide directions for future research and raise awareness about barriers and biases against underrepresented groups in OSS. Objective: This study aims to analyze the knowledge about minority groups in OSS projects. We investigated which groups were studied in the OSS literature, the study methods used, their implications, and their recommendations to promote the inclusion of minority groups in OSS projects. Method: To achieve this goal, we performed a systematic literature review study that analyzed 42 papers that directly study underrepresented groups in OSS projects. Results: Most papers focus on gender (62.3%), while others like age or ethnicity are rarely studied. The neurodiversity dimension, have not been studied in the context of OSS. Our results also reveal that diversity in OSS projects faces several barriers but brings significant benefits, such as promoting safe and welcoming environments. Conclusion: Most analyzed papers adopt a myopic perspective that sees gender as strictly binary. Dimensions of diversity that affect how individuals interact and function in an OSS project, such as age, tenure, and ethnicity, have received very little attention.

cs.SE

The Developer Experience of LGBTQIA+ People in Agile Teams: a Multivocal Literature Review

Research on underrepresented populations is essential for fostering greater diversity within the software industry. Team diversity is important for reasons that go beyond ethics. Diversity contributes to greater innovation and productivity, helping decrease turnover rates and reduce team conflicts. Within this context, LGBTQIA+ software engineering professionals face unique challenges, e.g., self-isolation and invisibility feeling. Developer Experience (DX) encompasses cognitive, emotional, and motivational considerations, supporting the idea that improving how DX can enhance team performance, strengthen collaboration, and lead to more successful software projects. This study aimed to examine traditional and grey literature data through a Multivocal Literature Review focused on the DX of LGBTQIA+ professionals in agile teams. Our findings reveal that issues such as invisibility, prejudice, and discrimination adversely affect their experiences, compounded by the predominance of heterosexual males in the field. Conversely, professionals who feel welcomed by their teams and organizations, especially in processes tailored to their needs, report more positive team dynamics and engagement.

cs.SE

How to organize an in-person, online or hybrid hackathon -- A revised planning kit

Hackathons and similar time-bounded events are a global phenomenon. Their proliferation in various domains and their usefulness for a variety of goals has led to the emergence of different formats. While there are a multitude of guidelines available on how to prepare and run a hackathon, most of them focus on a particular format that was created for a specific purpose within a domain for a certain type of participant. This makes it difficult, in particular, for novice organizers to decide how to run an event that fits their needs. To address this gap we developed the original version of this planning kit in 2020 which focused on in-person events that were the dominant form of hackathons then. That planning kit was organized around 12 key decisions that organizers need to take when preparing for, running, and following up on a hackathon. Fast forward to 2025, after going through a global pandemic that forced all events to move online, we now see different forms of events - in-person, online, and hybrid - taking place across the globe, and while they can be all valuable, they have different affordances and require different considerations when planning. To account for these differences, we decided to update the original planning kit by adding a section that discusses the affordances and requirements of in-person, online, and hybrid events to each of the 12 decisions. In addition, we modified the original example timelines to include different forms and types of events. We also updated the planning kit in general based on insights we gained through continuing to organize and study hackathons. The main planning kit is available online while this report is meant to be a downloadable and citable resource.

cs.CY

Integrating Positionality Statements in Empirical Software Engineering Research

Positionality statements are a reflective practice established in fields such as social sciences, where they enhance transparency, reflexivity, and ethical integrity by acknowledging how researchers identities, experiences, and perspectives may shape their work. This study aimed to investigate the understanding, usage, and potential value of positionality statements in software engineering research, particularly in studies focused on diversity and inclusion.

cs.SE

A Socio-Technical Grounded Theory on the Effect of Cognitive Dysfunctions in the Performance of Software Developers with ADHD and Autism

The concept of neurodiversity, encompassing conditions such as Autism Spectrum Disorder (ASD), Attention-Deficit/Hyperactivity Disorder (ADHD), dyslexia, and dyspraxia, challenges traditional views of these neurodevelopmental variations as disorders and instead frames them as natural cognitive differences that contribute to unique ways of thinking and problem-solving. Within the software development industry, known for its emphasis on innovation, there is growing recognition of the value neurodivergent individuals bring to technical teams. Despite this, research on the contributions of neurodivergent individuals in Software Engineering (SE) remains limited. This interdisciplinary Socio-Technical Grounded Theory study addresses this gap by exploring the experiences of neurodivergent software engineers with ASD and ADHD, examining the cognitive and emotional challenges they face in software teams. Based on interviews and a survey with 25 neurodivergent and 5 neurotypical individuals, our theory describes how neurodivergent cognitive dysfunctions affect SE performance, and how the individuals' individual journey and various accommodations can regulate this effect. We conclude our paper with a list of inclusive Agile practices, allowing organizations to better support neurodivergent employees and fully leverage their capabilities.

cs.SE

A Comparative Study on Accessibility for Autistic Individuals with Urban Mobility Apps

Autism Spectrum Disorder (ASD) is a neurodivergent condition with a wide range of characteristics and support levels. Individuals with ASD can exhibit various combinations of traits such as difficulties in social interaction, communication, and language, alongside restricted interests and repetitive activities. Many adults with ASD live independently due to increased awareness and late diagnoses, which help them manage long-standing challenges. Predictability, clarity, and minimized sensory stimuli are crucial for the daily comfort of autistic individuals. In mobile applications, autistic users face significant cognitive overload compared to neurotypicals, resulting in higher effort and time to complete tasks. Urban mobility apps, essential for daily routines, often overlook the needs of autistic users, leading to cognitive overload issues. This study investigates the accessibility of urban mobility apps for autistic individuals using the Interfaces Accessibility Guide for Autism (GAIA). By evaluating various apps, we have identified a common gap regarding accessibility for people with Autism Spectrum Disorder (ASD). This limitation relates to the absence of a functionality that allows users on the autism spectrum to customize the characteristics of the textual and visual elements of the software, such as changing the text font, altering the font type, and adjusting text colors, as well as native audio guidance within the applications themselves. Currently, the only function in this context is for visually impaired people, which completely changes the user experience in terms of navigation.

cs.HC

The use of the open innovation paradigm in the public sector: a systematic review of published studies

The use of the open innovation paradigm has been, over the past years, getting special attention in the public sector. Motivated by an urban environment that is increasingly more complex and challenging, several government agencies have been allocating financial resources and efforts to promote open and participative government initiatives. As a way to try and understand this scenario, a systematic review of the literature was conducted, to provide a comprehensive analysis of the scientific papers that were published, seeking to capture, classify, evaluate and synthesize how the use of this paradigm has been put into practice in the public sector. In total, 4,741 preliminary studies were analyzed. From this number, only 37 articles were classified as potentially relevant and moved forward, going through the process of data extraction and analysis. From the data obtained, it was possible to verify that the use of this paradigm started to be reported with a higher frequency in the literature since 2013 and, among the main findings, we highlight the reports of experiences, approach propositions, of understanding how the phenomenon occurs and theoretical reflections. It was also possible to verify that the use of open innovation through social media was one of the pioneer techniques of engagement between the public sector and citizens. In conclusion, the reports confirm that the main challenges of this paradigm applied to the public sector are associated with their respective bureaucratic aspects, therefore lacking a bigger reflection on the procedures and methods to be used in the public sphere.

cs.CY

Hidden Populations in Software Engineering: Challenges, Lessons Learned, and Opportunities

The growing emphasis on studying equity, diversity, and inclusion within software engineering has amplified the need to explore hidden populations within this field. Exploring hidden populations becomes important to obtain invaluable insights into the experiences, challenges, and perspectives of underrepresented groups in software engineering and, therefore, devise strategies to make the software industry more diverse. However, studying these hidden populations presents multifaceted challenges, including the complexities associated with identifying and engaging participants due to their marginalized status. In this paper, we discuss our experiences and lessons learned while conducting multiple studies involving hidden populations in software engineering. We emphasize the importance of recognizing and addressing these challenges within the software engineering research community to foster a more inclusive and comprehensive understanding of diverse populations of software professionals.

cs.SE

Challenges, Strengths, and Strategies of Software Engineers with ADHD: A Case Study

Neurodiversity describes brain function variation in individuals, including Attention deficit hyperactivity disorder (ADHD) and Autism spectrum disorder. Neurodivergent individuals both experience challenges and exhibit strengths in the workplace. As an important disorder included under the neurodiversity term, an estimated 5.0% to 7.1% of the world population have ADHD. However, existing studies involving ADHD in the workplace are of general nature and do not focus on software engineering (SE) activities. To address this gap, we performed an exploratory qualitative case study on the experiences of people with ADHD working in SE. We find that people with ADHD struggle with several important SE-related activities, e.g., task organisation and estimation, attention to work, relation to others. Furthermore, they experience issues with physical and mental health. In terms of strengths, they exhibit, e.g., increased creative skills, perform well when solving puzzles, and have the capability to think ahead. Our findings align well with existing clinical ADHD research, and have important implications to SE practice.

cs.SE

Large Language Models for Education: Grading Open-Ended Questions Using ChatGPT

As a way of addressing increasingly sophisticated problems, software professionals face the constant challenge of seeking improvement. However, for these individuals to enhance their skills, their process of studying and training must involve feedback that is both immediate and accurate. In the context of software companies, where the scale of professionals undergoing training is large, but the number of qualified professionals available for providing corrections is small, delivering effective feedback becomes even more challenging. To circumvent this challenge, this work presents an exploration of using Large Language Models (LLMs) to support the correction process of open-ended questions in technical training. In this study, we utilized ChatGPT to correct open-ended questions answered by 42 industry professionals on two topics. Evaluating the corrections and feedback provided by ChatGPT, we observed that it is capable of identifying semantic details in responses that other metrics cannot observe. Furthermore, we noticed that, in general, subject matter experts tended to agree with the corrections and feedback given by ChatGPT.

cs.SE

The Future of Hackathon Research and Practice

Hackathons are time-bounded collaborative events which have become a global phenomenon adopted by both researchers and practitioners in a plethora of contexts. Hackathon events are generally used to accelerate the development of, for example, scientific results and collaborations, communities, and innovative prototypes addressing urgent challenges. As hackathons have been adopted into many different contexts, the events have also been adapted in numerous ways corresponding to the unique needs and situations of organizers, participants and other stakeholders. While these interdisciplinary adaptions, in general affords many advantages - such as tailoring the format to specific needs - they also entail certain challenges, specifically: 1) limited exchange of best practices, 2) limited exchange of research findings, and 3) larger overarching questions that require interdisciplinary collaboration are not discovered and remain unaddressed. We call for interdisciplinary collaborations to address these challenges. As a first initiative towards this, we performed an interdisciplinary collaborative analysis in the context of a workshop at the Lorentz Center, Leiden in December 2021. In this paper, we present the results of this analysis in terms of six important areas which we envision to contribute to maturing hackathon research and practice: 1) hackathons for different purposes, 2) socio-technical event design, 3) scaling up, 4) making hackathons equitable, 5) studying hackathons, and 6) hackathon goals and how to reach them. We present these areas in terms of the state of the art and research proposals and conclude the paper by suggesting next steps needed for advancing hackathon research and practice.

cs.HC