The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task

Detalhes bibliográficos
Autor(a) principal: Kaate, I.
Data de Publicação: 2023
Outros Autores: Salminen, J., Santos, J. M., Jung, S.-G., Olkkonen, R., Jansen, B. J.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10071/28939
Resumo: Deepfakes, realistic portrayals of people that do not exist, have garnered interest in research and industry. Yet, the contributions of deepfake technology to human-computer interaction remain unclear. One possible value of deepfake technology is to create more immersive user personas. To test this premise, we use a commercial-grade service to generate three deepfake personas (DFs). We also create counterparts of the same persona in two traditional modalities: classic and narrative personas. We then investigate how persona modality affects the perceptions and task performance of the persona user. Our findings show that the DFs were perceived as less empathetic, credible, complete, clear, and immersive than other modalities. Participants also indicated less willingness to use the DFs and less sense of control, but there were no differences in task performance. We also found a strong correlation between the uncanny valley effect and other user perceptions, implying that the tested deepfake technology might lack maturity for personas, negatively affecting user experience. Designers might also be accustomed to using traditional persona profiles. Further research is needed to investigate the potential and downsides of DFs.
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spelling The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design taskDeepfake personasPersona templatesPersona profilesUser experimentUser perceptionsDeepfakes, realistic portrayals of people that do not exist, have garnered interest in research and industry. Yet, the contributions of deepfake technology to human-computer interaction remain unclear. One possible value of deepfake technology is to create more immersive user personas. To test this premise, we use a commercial-grade service to generate three deepfake personas (DFs). We also create counterparts of the same persona in two traditional modalities: classic and narrative personas. We then investigate how persona modality affects the perceptions and task performance of the persona user. Our findings show that the DFs were perceived as less empathetic, credible, complete, clear, and immersive than other modalities. Participants also indicated less willingness to use the DFs and less sense of control, but there were no differences in task performance. We also found a strong correlation between the uncanny valley effect and other user perceptions, implying that the tested deepfake technology might lack maturity for personas, negatively affecting user experience. Designers might also be accustomed to using traditional persona profiles. Further research is needed to investigate the potential and downsides of DFs.Elsevier2023-07-05T15:38:08Z2023-01-01T00:00:00Z20232023-07-05T16:39:08Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/28939eng1071-581910.1016/j.ijhcs.2023.103096Kaate, I.Salminen, J.Santos, J. M.Jung, S.-G.Olkkonen, R.Jansen, B. J.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-11-09T18:01:27Zoai:repositorio.iscte-iul.pt:10071/28939Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T22:32:54.393845Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
title The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
spellingShingle The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
Kaate, I.
Deepfake personas
Persona templates
Persona profiles
User experiment
User perceptions
title_short The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
title_full The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
title_fullStr The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
title_full_unstemmed The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
title_sort The realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
author Kaate, I.
author_facet Kaate, I.
Salminen, J.
Santos, J. M.
Jung, S.-G.
Olkkonen, R.
Jansen, B. J.
author_role author
author2 Salminen, J.
Santos, J. M.
Jung, S.-G.
Olkkonen, R.
Jansen, B. J.
author2_role author
author
author
author
author
dc.contributor.author.fl_str_mv Kaate, I.
Salminen, J.
Santos, J. M.
Jung, S.-G.
Olkkonen, R.
Jansen, B. J.
dc.subject.por.fl_str_mv Deepfake personas
Persona templates
Persona profiles
User experiment
User perceptions
topic Deepfake personas
Persona templates
Persona profiles
User experiment
User perceptions
description Deepfakes, realistic portrayals of people that do not exist, have garnered interest in research and industry. Yet, the contributions of deepfake technology to human-computer interaction remain unclear. One possible value of deepfake technology is to create more immersive user personas. To test this premise, we use a commercial-grade service to generate three deepfake personas (DFs). We also create counterparts of the same persona in two traditional modalities: classic and narrative personas. We then investigate how persona modality affects the perceptions and task performance of the persona user. Our findings show that the DFs were perceived as less empathetic, credible, complete, clear, and immersive than other modalities. Participants also indicated less willingness to use the DFs and less sense of control, but there were no differences in task performance. We also found a strong correlation between the uncanny valley effect and other user perceptions, implying that the tested deepfake technology might lack maturity for personas, negatively affecting user experience. Designers might also be accustomed to using traditional persona profiles. Further research is needed to investigate the potential and downsides of DFs.
publishDate 2023
dc.date.none.fl_str_mv 2023-07-05T15:38:08Z
2023-01-01T00:00:00Z
2023
2023-07-05T16:39:08Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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dc.identifier.uri.fl_str_mv http://hdl.handle.net/10071/28939
url http://hdl.handle.net/10071/28939
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv 1071-5819
10.1016/j.ijhcs.2023.103096
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dc.format.none.fl_str_mv application/pdf
dc.publisher.none.fl_str_mv Elsevier
publisher.none.fl_str_mv Elsevier
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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