Item-sensitivity, defined as whether a model's choice depends on the specific input rather than on its own output prior, is widely reported as evidence of task competence. We show this evidence is necessary but not sufficient using a forced-choice signalling task abstracted from the board game Deception: Murder in Hong Kong. In this environment, the reference points against which a coordinate should be judged (a fit-maximising strategy, a posterior-maximising strategy, and uniform random selection) are all computable in closed form. Across seven language models, two model families, a post-training ablation, and three independent scoring rules, every one of 21 model-by-rule cells is reliably item-sensitive. Yet 8 of those 21 cells are not statistically distinguishable from a chooser that ignores the item and selects at random, and 5 score worse than random at describing the target. Item-sensitivity and distance from random correlate at only r = 0.30. We call this consistency without alignment and argue it generalises to any evaluation that relies on item-sensitivity, permutation consistency, or self-consistency without an independent reference for the measured quantity. We further find that a literal-similarity baseline with no pragmatics outperforms most tested language models, that adding a pragmatic layer over two baseline similarity sources moves choosers toward random rather than toward the Bayesian reference, and that a standard labelled multiple-choice format carries no measurable content signal here. All results represent the model side of a pre-registered instrument; a matched human condition is designed and piloted but not yet collected.
This publication proposes a definition and a classification of agile software development approaches and analyses ten software development methods that can be characterized as being "agile" against the defined criterion.
P. Abrahamsson, O. Salo, Jussi Ronkainen et al.· arXiv.org· 727 citations· ⚡54
Consequences of happiness and unhappiness that are beneficial and detrimental for developers' mental well-being, the software development process, and the produced artifacts are found.
D. Graziotin, Fabian Fagerholm, Xiaofeng Wang et al.· Journal of Systems and Softw...· 236 citations· ⚡13
The Mobile-D approach is briefly outlined here and the experiences gained from four case studies are discussed, which helped develop an agile development approach for mobile application development.
P. Abrahamsson, Antti Hanhineva, H. Hulkko et al.· Conference on Object-Oriente...· 225 citations· ⚡18
A study with 42 participants investigates the relationship between the affective states, creativity, and analytical problem-solving skills of software developers and offers support for the claim that happy developers are indeed better problem solvers in terms of their analytical abilities.
D. Graziotin, Xiaofeng Wang, P. Abrahamsson· PeerJ· 216 citations· ⚡13
GAOKAO-Bench is introduced, an intuitive benchmark that employs questions from the Chinese GAOKAO examination as test samples, including both subjective and objective questions that contribute a robust evaluation benchmark for future large language models and offers valuable insights into the advantages and limitations of such models.
Xiaotian Zhang, Chun-yan Li, Yi Zong et al.· arXiv.org· 216 citations· ⚡17
This state-of-practice investigation was performed using a literature review followed by a multiple-case study approach and presents how inconsistency between managerial strategies and execution can lead to failure by means of a behavioral framework.
Carmine Giardino, Xiaofeng Wang, P. Abrahamsson· International Conference on...· 175 citations· ⚡19