Teamwork and Soft Skills
The area of Teamwork and Soft Skills is an interdisciplinary field in project management and software development, emphasizing the importance of interpersonal and behavioral skills for the success of IT teams.

The area of Teamwork and Soft Skills is an interdisciplinary field in project management and software development, emphasizing the importance of interpersonal and behavioral skills for the success of IT teams. This discipline recognizes that, in addition to technical competencies, skills such as effective communication, collaboration, conflict resolution, leadership, and empathy are fundamental for the efficient operation of software teams. Focusing on soft skills is essential for improving team dynamics, job satisfaction, and consequently, the productivity and quality of the developed software.
About the Area Coordinator
Prof. George Marsicano
More About the Coordinator
Research Team
PhD Student
Cristiane Soares Ramos
PhD Thesis in Applied Computing, University of Brasília (Brazil)•2026
Advisor(s)
Previous Researchers
Master’s degree
- 2023
Luciana Santos de Assis
Critical Evaluation and Case Study on the Implementation of Gamification in Organizational Contexts
Master's Thesis in Applied Computing, University of Brasília (Brazil)
Advisor(s)Gamification is a way to use game elements and apply them in real-world contexts to motivate people and create a more productive environment. Considered a tool aimed at increasing engagement, gamification can be applied across various areas, including organizational activities. This work proposes a Case Study at the Brazilian Agricultural Research Corporation (Embrapa), analyzing the effects of a gamification solution applied to the Innovation Macroprocess (MPI), which is responsible for managing research, development, and innovation solutions for the sustainability of the Brazilian agribusiness. The main goal is to evaluate the effectiveness of gamification in enhancing engagement, collaboration, and motivation of employees regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was conducted, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques, and effects of gamification solutions in organizational environments. Subsequently, a Case Study was initiated with the identification of the motivational profile of the target audience and the development of a project that includes the application of sixteen gamification requirements. Of these, ten requirements were prioritized and implemented for the experimentation phase, which was made available to a group of twenty-seven participants to evaluate the effects of the proposed solution. Overall, the results indicated an improvement in the motivational perception regarding the use of the system. - 2023
Públio Pastrolin Cavalcante
Master's Thesis in Applied Computing, University of Brasília (Brazil)
Advisor(s)TopicsThe gamification of non-playful activities has gained traction in the industrial, service, and educational sectors, demonstrating that introducing game elements into an environment can make activities more engaging, fun, and enjoyable. This approach has proven to be an effective strategy for motivating and involving individuals, recognized as a valuable tool for managers. In the context of the Military Police of the Federal District, which is responsible for overt policing and maintaining public order in the nation's capital, Intelligence Activity plays a crucial role in supporting strategic, tactical, and operational decisions. This study introduces the Gamified Intelligence Reporting Process (GIRP), developed for the Military Police Intelligence System. The gamification model was based on the Octalysis framework, supplemented by statistical techniques derived from the Intrinsic Motivation Inventory and document analyses. The aim of the GIRP is to improve the quality of intelligence reports through gamification, benefiting from an iterative evaluation and planning process. Additionally, the work provides a theoretical foundation on gamification, Intelligence Activity, Public Security, and an overview of the Military Police of the Federal District.
Postgraduate Specialization
- 2009
Alexander Estevão S. Campos
Use of Wikis as a Collaborative Tool in Knowledge Management
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s)Topics - 2009
Renata Braz Ferraz
The Use of Conversational Strategies During Requirements Elicitation
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s) - 2009
Élcio Gomes P. Martins
Communication as a Primary Factor in Project Management
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s)Topics
Bachelor’s Thesis
- 2017
Tiago Ribeiro de Assunção
Application of Gamification in the About Social Network
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)TopicsIn recent years, social media platforms have gained significant visibility in the technological landscape, becoming a predominant channel for communication and information dissemination among digital users. The Social Network About (RSA), a platform developed by a student from the University of Brasília, exemplifies this phenomenon by attracting users for initial use. However, it faces challenges in retaining these users over the long term. Gamification emerges as a promising methodology in this context, employing techniques designed to motivate and engage users in performing specific activities, maintaining their interest through different stages of software interaction. This study proposes the integration of a gamification framework into the Social Network About (RSA), positioning itself as a technological development project. The aim is to overcome the user retention challenges identified in RSA by applying gamification principles that encourage continuous and engaged user participation. Through this approach, the goal is not only to increase the platform's usage time but also to enrich the user experience, promoting a deeper and more meaningful engagement with the social network. Therefore, this work represents a valuable contribution to the field of social software development, by exploring the application of gamification strategies as a means to improve the user-platform interaction dynamics in social networks. - 2016
Attany Nathaly Lima Araújo
Process of building an experience database for R&D laboratories
Advisor(s)TopicsEmployees are the main assets of software organizations and the software industry is characterized by frequent technological changes, which entail a continuous flow of new knowledge. Due to the volume of knowledge, software organizations have problems in identifying the content, location and use of knowledge, that is, difficulty in managing this knowledge. The Experiment Factory can be considered to represent the knowledge management initiative. A basic step inside the Experiment Factory is the experience base. The purpose of this work is the abstraction of the process of building a experience base for R & D laboratories, inserted in the context of Software Engineering teaching of a Brazilian public university, and that do not have a defined knowledge management process. To do this, was executed a case study in two R & D laboratories - ITRAC (Information Technology and Research Center) and LFS (Software Factory Laboratory), idealized from the need to create an environment that proposes to students, Experiences related to the development of software, processes and methodologies in this area. The implementation of the experience bases for R & D laboratories could be realized based on a process of structuring the base of experiments, within an Experiment Factory model that has been adapted to the context of R & D laboratories. The process adopted fulfills the objective of the work, since through it, was possible to build a base of experiences to maintain the knowledge generated by the objects of study. With this, the OwnCloud tool has become the experience base of the ITRAC and LFS R & D laboratories. - 2016
Leandro Veloso Rodrigues
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)TopicsBehavioral competencies relate to knowledge, attitudes and non-technical skills associated to the social, personal and cognitive areas. Behavioral competencies are as important as technical skills regarding the success of any software project. Many times, these skills are strongly linked to the achievement of tasks performed by software engineers. Some ways of developing these skills are related to personal exposure to new challenges and situations. The Science Without Borders (CSF) is a program which aims, among other objectives, to encourage, practice and develop non-technical skills in the Brazilians science students. The graduation in Software Engineering is one of the Brazilian courses that can make use of this program. However, what are the real benefits related to behavioral competencies for Software Engineering students who participate in CSF academic exchange project? The present document aims to answer this question by mapping the essential behavioral competencies for Software Engineering students and verifying how the CsF affects them. The verification of how former FGAs Software Engineering students observe the development of these type of competencies was obtained by a survey. According to the results of this project, the students believe that not only do they communicate better in portuguese, but also in different languages, theyve acquired a better critical thinking ability, also theyre more responsible and sensible to different cultures. Summarizing it, in their perspectives the CSF experience gave the support to the development oF some important behavioral competencies expected for a software engineer. - 2015
Tiago Querubim
Proposal for a Set of Skills for a Scrum Master
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics - 2014
Giancarllo Soares
Proposal for a Set of Skills for an Agile Team
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics - 2014
Vinicius Brito
Proposal for a Set of Skills for a Product Owner
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics
Current Projects
Publications and Productions
Publications (22)
- 2023
Luciana Santos de Assis
Critical Evaluation and Case Study on the Implementation of Gamification in Organizational Contexts
Master's Thesis in Applied Computing, University of Brasília (Brazil)
Advisor(s)Gamification is a way to use game elements and apply them in real-world contexts to motivate people and create a more productive environment. Considered a tool aimed at increasing engagement, gamification can be applied across various areas, including organizational activities. This work proposes a Case Study at the Brazilian Agricultural Research Corporation (Embrapa), analyzing the effects of a gamification solution applied to the Innovation Macroprocess (MPI), which is responsible for managing research, development, and innovation solutions for the sustainability of the Brazilian agribusiness. The main goal is to evaluate the effectiveness of gamification in enhancing engagement, collaboration, and motivation of employees regarding the use of the Asset Management System (Gestec), a computational tool that implements part of the MPI. Initially, a study of the theoretical foundations of gamification was conducted, followed by a Systematic Literature Review (SLR) to investigate the main frameworks, techniques, and effects of gamification solutions in organizational environments. Subsequently, a Case Study was initiated with the identification of the motivational profile of the target audience and the development of a project that includes the application of sixteen gamification requirements. Of these, ten requirements were prioritized and implemented for the experimentation phase, which was made available to a group of twenty-seven participants to evaluate the effects of the proposed solution. Overall, the results indicated an improvement in the motivational perception regarding the use of the system. - 2023
Públio Pastrolin Cavalcante
Master's Thesis in Applied Computing, University of Brasília (Brazil)
Advisor(s)TopicsThe gamification of non-playful activities has gained traction in the industrial, service, and educational sectors, demonstrating that introducing game elements into an environment can make activities more engaging, fun, and enjoyable. This approach has proven to be an effective strategy for motivating and involving individuals, recognized as a valuable tool for managers. In the context of the Military Police of the Federal District, which is responsible for overt policing and maintaining public order in the nation's capital, Intelligence Activity plays a crucial role in supporting strategic, tactical, and operational decisions. This study introduces the Gamified Intelligence Reporting Process (GIRP), developed for the Military Police Intelligence System. The gamification model was based on the Octalysis framework, supplemented by statistical techniques derived from the Intrinsic Motivation Inventory and document analyses. The aim of the GIRP is to improve the quality of intelligence reports through gamification, benefiting from an iterative evaluation and planning process. Additionally, the work provides a theoretical foundation on gamification, Intelligence Activity, Public Security, and an overview of the Military Police of the Federal District. - 2022
MOURA, D. R. C., MARSICANO, G. C.
Proposição de Melhoria de Usabilidade da Interação entre Usuário e Sistema Corporativo
19th CONTECSI - International Conference on Information Systems and Technology Management • São Paulo
- 2022
OLIVEIRA, E. G., MARSICANO, G. C.
Behavior-Driven Development applied in Agile Teams of a Financial Institution
Congresso Brasileiro de Engenharia de Software - CBSoft • Curitiba
Topics - 2022
SILVA, M. V. S., Mendes, Fabiana Freitas, SALES, A. B.
PT4Researchers: uma ferramenta web para coleta e processamento de dados de personalidade
Curitiba-PR
Topics - 2021
MENDES, F. F., MENDES, EMÍLIA, SALLEH, NORSAREMAH, OIVO, MARKKU
Insights on the relationship between decision-making style and personality in Software Engineering
INFORMATION AND SOFTWARE TECHNOLOGY, 136 (106586)
Topics - 2021
CANEDO, EDNA DIAS, MENDES, FABIANA, CERQUEIRA, ANDERSON, OKIMOTO, MARCIO, PINTO, GUSTAVO, BONIFACIO, RODRIGO
Breaking one barrier at a time: how women developers cope in a men-dominated industry
SBES '21: Brazilian Symposium on Software Engineering, p378 • Joinville Brazil
TopicsISBN: Breaking one barrier at a time: how women developers cope in a men-dominated industry - 2019
MENDES, F. F., MENDES, EMILIA, SALLEH, NORSAREMAH
The relationship between personality and decision-making: A Systematic literature review
INFORMATION AND SOFTWARE TECHNOLOGY, 111 (50-71)
Topics - 2019
Salleh, N., MENDES, F. F., Mendes, E.
A systematic mapping study of value-based software engineering
45th EUROMICRO Conference on Software Engineering and Advanced Applications • Grécia
- 2018
MARSICANO, G. C., DE OLIVEIRA, VICTOR L., DE S. MARIZ, LEILA M. R., DA SILVA, FABIO Q. B.
An initial understanding of task interdependence in software engineering
the 11th International Workshop • Gothenburg
Topics - 2018
Mendes, Fabiana Freitas
The relationship between personality and value-based decision-making
the 40th International Conference • Gothenburg
Topics - 2017
Tiago Ribeiro de Assunção
Application of Gamification in the About Social Network
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)TopicsIn recent years, social media platforms have gained significant visibility in the technological landscape, becoming a predominant channel for communication and information dissemination among digital users. The Social Network About (RSA), a platform developed by a student from the University of Brasília, exemplifies this phenomenon by attracting users for initial use. However, it faces challenges in retaining these users over the long term. Gamification emerges as a promising methodology in this context, employing techniques designed to motivate and engage users in performing specific activities, maintaining their interest through different stages of software interaction. This study proposes the integration of a gamification framework into the Social Network About (RSA), positioning itself as a technological development project. The aim is to overcome the user retention challenges identified in RSA by applying gamification principles that encourage continuous and engaged user participation. Through this approach, the goal is not only to increase the platform's usage time but also to enrich the user experience, promoting a deeper and more meaningful engagement with the social network. Therefore, this work represents a valuable contribution to the field of social software development, by exploring the application of gamification strategies as a means to improve the user-platform interaction dynamics in social networks. - 2016
Attany Nathaly Lima Araújo
Process of building an experience database for R&D laboratories
Advisor(s)TopicsEmployees are the main assets of software organizations and the software industry is characterized by frequent technological changes, which entail a continuous flow of new knowledge. Due to the volume of knowledge, software organizations have problems in identifying the content, location and use of knowledge, that is, difficulty in managing this knowledge. The Experiment Factory can be considered to represent the knowledge management initiative. A basic step inside the Experiment Factory is the experience base. The purpose of this work is the abstraction of the process of building a experience base for R & D laboratories, inserted in the context of Software Engineering teaching of a Brazilian public university, and that do not have a defined knowledge management process. To do this, was executed a case study in two R & D laboratories - ITRAC (Information Technology and Research Center) and LFS (Software Factory Laboratory), idealized from the need to create an environment that proposes to students, Experiences related to the development of software, processes and methodologies in this area. The implementation of the experience bases for R & D laboratories could be realized based on a process of structuring the base of experiments, within an Experiment Factory model that has been adapted to the context of R & D laboratories. The process adopted fulfills the objective of the work, since through it, was possible to build a base of experiences to maintain the knowledge generated by the objects of study. With this, the OwnCloud tool has become the experience base of the ITRAC and LFS R & D laboratories. - 2016
Leandro Veloso Rodrigues
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)TopicsBehavioral competencies relate to knowledge, attitudes and non-technical skills associated to the social, personal and cognitive areas. Behavioral competencies are as important as technical skills regarding the success of any software project. Many times, these skills are strongly linked to the achievement of tasks performed by software engineers. Some ways of developing these skills are related to personal exposure to new challenges and situations. The Science Without Borders (CSF) is a program which aims, among other objectives, to encourage, practice and develop non-technical skills in the Brazilians science students. The graduation in Software Engineering is one of the Brazilian courses that can make use of this program. However, what are the real benefits related to behavioral competencies for Software Engineering students who participate in CSF academic exchange project? The present document aims to answer this question by mapping the essential behavioral competencies for Software Engineering students and verifying how the CsF affects them. The verification of how former FGAs Software Engineering students observe the development of these type of competencies was obtained by a survey. According to the results of this project, the students believe that not only do they communicate better in portuguese, but also in different languages, theyve acquired a better critical thinking ability, also theyre more responsible and sensible to different cultures. Summarizing it, in their perspectives the CSF experience gave the support to the development oF some important behavioral competencies expected for a software engineer. - 2015
LOJA, L. F. B., MENDES, F. F., OLIVEIRA, J. L.
Sinfonia: orquestrando processos de negócio
Novas Edições Acadêmicas
TopicsISBN: 978-3639698558 - 2015
LOJA, LUIZ FERNANDO BATISTA, GOMIDE, RENATO DE SOUSA, Mendes, Fabiana Freitas, TEIXEIRA, RICARDO ANTONIO GONÇALVES, LEMOS, RODRIGO PINTO, FLÔRES, EDNA LÚCIA
A concept-environment for computer-based augmentative and alternative communication founded on a systematic review
Research on Biomedical Engineering, 31 (257-272)
Topics - 2015
Tiago Querubim
Proposal for a Set of Skills for a Scrum Master
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics - 2014
Giancarllo Soares
Proposal for a Set of Skills for an Agile Team
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics - 2014
Vinicius Brito
Proposal for a Set of Skills for a Product Owner
Senior Project (Bachelor of Software Engineering) - University of Brasília (Brazil)
Advisor(s)Topics - 2009
Alexander Estevão S. Campos
Use of Wikis as a Collaborative Tool in Knowledge Management
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s)Topics - 2009
Renata Braz Ferraz
The Use of Conversational Strategies During Requirements Elicitation
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s) - 2009
Élcio Gomes P. Martins
Communication as a Primary Factor in Project Management
Specialization in Software Engineering, Catholic University of Brasília (Brazil)
Advisor(s)Topics
Contact & Collaboration
- Email for information and team contact: georgemarsicano@unb.br.
