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

dc.contributor.authorKaate Ilkka
dc.contributor.authorSalminen Joni
dc.contributor.authorSantos Joao
dc.contributor.authorJung Soon-Gyo
dc.contributor.authorOlkkonen Rami
dc.contributor.authorJansen Bernard
dc.contributor.organizationfi=markkinointi|en=Marketing|
dc.contributor.organization-code1.2.246.10.2458963.20.50826905346
dc.converis.publication-id180474574
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/180474574
dc.date.accessioned2025-08-28T02:15:44Z
dc.date.available2025-08-28T02:15:44Z
dc.description.abstract<p>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.<br></p>
dc.identifier.eissn1095-9300
dc.identifier.jour-issn1071-5819
dc.identifier.olddbid208819
dc.identifier.oldhandle10024/191846
dc.identifier.urihttps://www.utupub.fi/handle/11111/32519
dc.identifier.urlhttps://doi.org/10.1016/j.ijhcs.2023.103096
dc.identifier.urnURN:NBN:fi-fe2025082792138
dc.language.isoen
dc.okm.affiliatedauthorKaate, Ilkka
dc.okm.affiliatedauthorOlkkonen, Rami
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline512 Business and managementen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline512 Liiketaloustiedefi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherAcademic Press
dc.publisher.countryUnited Kingdomen_GB
dc.publisher.countryBritanniafi_FI
dc.publisher.country-codeGB
dc.relation.articlenumber103096
dc.relation.doi10.1016/j.ijhcs.2023.103096
dc.relation.ispartofjournalInternational Journal of Human-Computer Studies
dc.relation.volume178
dc.source.identifierhttps://www.utupub.fi/handle/10024/191846
dc.titleThe realness of fakes: Primary evidence of the effect of deepfake personas on user perceptions in a design task
dc.year.issued2023

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