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Jon Clifton, CEO of global analytics company Gallup, says employee engagement has plummeted post-pandemic and leaders must act now to prevent long-term damage.  

Australia may be one of the richest counties on the planet, however a slow-moving pandemic of unhappiness has crept up on workplaces over the past decade.  

Speaking exclusively to Forbes Australia, Gallup CEO Jon Clifton says while Australia rates as one of the wealthiest countries when it comes to living standards, workplaces remain a source of “misery” for many employees. Inaction could result in long-lasting damage – but there are things leaders can do now to stop the cycle, he says.  

According to Gallup’s State of the Global Workplace: 2023 Report, only 17% of Australians are engaged in the workplace, well below the global average of 21%. Almost four in 10 Australians and New Zealanders experience daily worry in the workplace and nearly half suffer from daily stress, higher than the global average. One in 5 employees are sad every day they are at work.  

“It’s this lack of appreciation that human beings are human beings also at work. I think that we think that people are robots when they show up at work, that we treat them like automatons and that very challenge is what has created the problem that we have today. 

“We [leaders] think: ‘oh everyone is just an extra pair of hands – treat them the same’, or they’re a blank canvas, but it’s not the case. Everybody brings different strengths and talents and people need to feel heard and recognised for doing great work. If those things are not done, it makes people want to go absolutely nuts,” Clifton says.  

In his new book “Blind Spot: The Global Rise of Unhappiness and How Leaders Missed It’, Clifton explores five key areas that he says are integral to a sense of wellbeing: work, financial, community, physical, and social wellbeing. Of those five areas, three have been unusually impacted over the past decade: loneliness, hunger and misery in the workplace, according to the book.  

“It’s the global loneliness crisis, hunger…and the misery within the workplace,” Clifton says. “It completely remains underappreciated by leaders everywhere and when isolate the 20% of people who are most miserable at work, their daily stress, sadness, anger, physical pain and worry looks more like the people who have no work whatsoever – the unemployed – rather than their peers in the workplace. 

“All leaders worry when unemployment increases. But what about when anger rises, or stress, or sadness? Do they even know it happened — or how to address these growing global issues?”    

– Jon Clifton, CEO of global analytics company Gallup

“There are some things that Australia performs better at [compared to global trends], for example loneliness…but that said, there are some massive improvements that could be achieved in the workplace.”   

The Black Dog Institute says workplace mental health is “inextricably linked” to overall wellness, as most Australians spend more than a third of their adult lives working.  Not only do employers and leaders have a legal obligation to ensure the health and safety of employees, supporting wellbeing makes “good business sense”, it says.  

According to the Black Dog Institute, mental illness is estimated to cost Australian businesses more than $39 billion a year, through loss of productivity, absenteeism and turnover. 

“Creating a mentally healthy workplace should no longer be considered a peripheral concern for leaders. It is something that needs to be at the core of successful, thriving organisation,” Black Dog Institute chief scientist, Professor Samuel Harvey says.  

Covid is not to blame 

The global pandemic has not caused the global trend of unhappiness, in fact, it is something that has been steadily worsening over the past decade, Clifton says.  

Almost four in 10 people surveyed felt worried on a daily basis and nearly half reported feeling stressed most days. In general, women were more worried than men (40% compared to 32%), angrier (17% compared to 11%) and substantially sadder (25% compared to 14%), Gallup’s research found. 

Women are generally more stressed and unhappy in their lives and for that reason Clifton has dedicated a chapter of his book to women’s wellbeing. Generally, he says many women carried the burden of family life during COVID while maintaining employment, contributing to stress and unhappiness.  

“It depends on how you capture happiness. So, if it’s [based] on…anger, stress, sadness, physical pain and worry, then women are doing slightly worse than men, and that gap has widened since the pandemic. One of the easy reasons to explain that is the pandemic was especially hard for women with children, especially working professionals,” Clifton says.  

But when women were asked to rate their lives from zero to 10, women rate their overall happiness as the same as men, if not slightly higher.  

“That figure is one of the most amazing things we found,” he said. “It is true in every single country we survey.” 

How can leaders act now to boost happiness?  

Almost half of Australian employees felt burnt out in the first quarter of 2023, according to the ELMO Employee Index. Because employees are generally more stressed, angrier, sadder and more anxious, those feelings add to the overall feeling of burnout, Clifton says. 

“All leaders worry when unemployment increases. But what about when anger rises, or stress, or sadness? Do they even know it happened — or how to address these growing global issues?”    

Business leaders must now focus on what’s happening in the workplace with people — and why — so they can effectively tackle rising unhappiness, raise morale, and boost productivity, Clifton says.  

Unemployment metrics are unhelpful and give leaders a false sense of what is really happening in the workforce, Clifton says. In many countries, for example, employment takes into account casual work, volunteer work and even begging (which is classified as being self-employed).  

“What if instead of ‘per cent unemployed’, employment metrics asked “per cent in great jobs?’ I think that would cause leaders everywhere to start focusing and trying to meaningfully engage rather than trying to reduce this metric of unemployment – which might include someone who works just one hour a week.  

“If leaders wanted a silver bullet around improving humanity, I think it would be around creating great jobs. A great job is defined as steady work, a steady paycheck and something that is emotionally engaging for people everywhere.” 

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When Things Go Wrong In The Kitchen

Cooking isn’t rocket science — it’s way more complicated. Rockets don’t ripen on the way to the moon.

Before you turn on a burner or pick up a knife, your food is already in flux: sugar levels are ebbing and flowing in fruits and vegetables, protein scaffolding is disintegrating in cheese and meat, and oxygen is wreaking havoc on everything from the aroma of olive oil to the color of avocados.

There is no Waze to map the shifting traffic of emulsified droplets in your hollandaise, so even the best chefs in the world are flying blind. No one is immune to mistakes in the kitchen, but by categorizing the unexpected, we can quicken our reflexes to respond more fluidly when a recipe goes sideways. From the smallest hiccup to the biggest disaster, the solutions to any culinary misstep fall into one of three categories: do-overs, workarounds, and pivots.

All kitchen mistakes stem from unwanted transformations of the microscopic building blocks within our food. Most of those changes can never be undone, but some are reversible.

Reversible processes give us the rare opportunity for a do-over when something goes wrong. Just as gold can be melted and recast, gritty ice cream can be melted and refrozen, dull chocolate can be retempered, and oily sauces can be re-emulsified. In these cases, physics has a short memory, allowing us to wipe the slate clean.

We can even fix the same mistake multiple times—some restaurants refreeze their ice cream twice a night to keep it as smooth as possible. Unlimited do-overs in the kitchen are rare, however, because we almost never work with a pure substance. We could whisk stray oil droplets back into broken hollandaise forever, if it didn’t also contain delicate egg proteins that irreversibly clump together from the abuse, to form tight, gritty knots.

There aren’t any edible ways to uncoagulate an egg or selectively pull out sodium and chlorine from an over-salted sauce, but we can fool our brains into overlooking those irreversible changes. Workarounds are solutions that allow us to trick our senses to get to our intended flavor destination. When overcooked hollandaise turns into lumpy scrambled eggs, we can’t untangle the individual proteins, but we can grind them in a blender until they’re small enough that our tongues forget they exist.

When we add too much salt to a pesto (after running out of basil), we can add more oil, which helps to coat the tongue and prevent some of the water-soluble salt from making the journey to our taste receptors. Flavor perception is a complex labyrinth of sensory cues, and the best cooks are usually those who have discovered enough trap doors to beat the system when mistakes inevitably happen.

Even when the initially conceived dish is no longer an option, all is not lost. When a workaround isn’t possible, it’s time to pivot. These situations can complicate and delay dinner plans, but the pursuit of ways to repurpose “ruined” food can yield some awesome and unexpected results. Tough, dry steak can be ground up to form the base of a savory Bolognese sauce; overcooked, mushy rice turns out to make a great binder for croquettes; and chefs in restaurants around the country are burning onions on purpose, to later use in small quantities as a smoky-sweet addition to spice blends and marinades.

Whether you’re heating ramen noodles in a dorm room microwave or working the fish station at the best restaurant in the world, mistakes are gonna happen. The good news is that there are lots of ways to fix nearly any mistake, and they seldom involve a trash can.

5 Ways Big Data Projects Can Go Wrong

According to big data specialists, adopting big data and AI efforts is difficult for enterprises.

According to big data specialists, adopting big data and AI efforts is difficult for enterprises. Almost every organized company is attempting to launch Machine Learning or Artificial Intelligence projects these days. They intend to get these projects into production, but it will be futile. It is still difficult for them to derive value from these ventures.  

Here are 5 ways how big data projects can go wrong: 1. Improper integration

Big data projects fail due to a variety of technological issues. One of the most serious of these issues is incorrect integration. Most of the time, in order to obtain the essential insights, businesses blend contaminated data from many sources. It is difficult to connect to isolated, older systems. The cost of integration is significantly greater than the cost of the program. As a result, basic integration is one of the most difficult challenges to overcome. If you connect every data source, nothing extraordinary will happen. The results will be nil. One of the most serious aspects of the problem is the segregated data itself. When you put data into a shared setting, it can be difficult to determine what the values mean. To enable robots to interpret the data mapped beneath, knowledge graph layers are required. Without this data, you are left with a data swamp that is useless to you. Because you would have to spend on security to prevent any future data breaches, bad integration implies big data would just be a financial burden for your firm.  

2. Technical reality misalignment 3. Rigid project architectures

Most businesses have everything they need, from resources to skills, talent to infrastructure. Nonetheless, they are unable to create an effective big data project. What causes this to happen? This occurs when the project architecture is hard and inflexible from the start. Furthermore, some businesses wait to establish a seamless architecture from the start rather than steadily developing it as the project goes. Even if the project isn’t finished and you haven’t created a flawless model, you can still gain a significant amount of commercial value. Even if you just have a fraction of data to work with, you may use ML to lessen the risks.  

4. Setting unachievable goals

Businesses sometimes have unrealistic expectations of the technology that is about to be implemented into their operations. Some of these assumptions are unreasonable and will be impossible to meet. Big data projects fail horribly as a result of these assumptions. While operating on big data projects, corporate leaders should set reasonable goals.  

5. Production process

This is among the most common reasons why big data projects fail. It doesn’t matter how much money you put into a project if you don’t put it into production. Experts construct ML models. They are, nevertheless, left for months with nothing occurring. In the majority of cases, IT businesses lack the tools needed to construct an environment that can handle an ML model. They lack competent personnel with the knowledge to manage these models.  

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Where Do Video Game Characters Go When They Die? Find Out In This Game

There is that moment, just before your game ends, when the world stops for a fraction of a second and you realize that all of your hard work and sore thumbs are about to be lost forever.


This game mixes three-dimensional graphics with retro pixel animation. Although it looks nothing like Minecraft, that game is the best I can liken it to. The graphics are decidedly 3-D, but the characters, buildings, and landscapes are boxy and heavy on pixel design.

Players use a virtual joystick and attack button to move and interact. During mini games, a jump button appears. But, while playing the main game, players can’t jump to a higher platform or over obstacles. Their feet remain firmly on the ground.

There are six, randomly generated levels, each with a different task and varying time limits. On one level, players must unlock five doors within three minutes. On another, players must chase down five scarecrows in two minutes.

Because the game is cerebral, it leaves the plot and goal open to interpretation. Players will inevitably die. Thus is life. The point is to explore, contemplate, and prepare for the end by interacting with their surroundings.

App Use

Once the cinematic is over, the action begins. Players are assigned one of six randomly generated characters. They are difficult to tell apart since they are so heavily pixelated. However, there is no difference in their abilities, so what the character looks like is not important.

The goal of each level is slightly different. However, the main goal for all is the same. Players must build shelters and use Lightning before time runs out and the garbage collector comes.

The garbage collector is the code remover for dead video game characters. If you do not achieve your goal in time, the code remover will strike down your environment, rendering it unplayable and your character will fall into oblivion.

While in the game, players must speak to NPCs in order to learn more about the environment around them. This information can be useful in unlocking doors and building structures. For example, in one room, players must answer a question about where someone lives. If you don’t know the answer, you will lose one of your structures. To find out where the person lives, ask residents of the environment. Eventually, one of the NPCs will tell you. Then, go back to the room and correctly answer the question. A correct answer will produce a new structure.

Players are able to build structures by entering doors. These doors will appear when you either buy one from an NPC, or win one in a battle. When a door is open, enter it to try to build a shelter. In some cases, you will have to answer questions. In other cases, you can use a prayer to build a structure.

This game is very vague and does not have a clear user guide. Some goals are self-evident. However, others require you to track down an NPC that will show you a help menu. It is O.K. to mess up because your character will always die in the end anyway. What you do with your time before the end is what matters.

After a few rounds of trial and errors, you will begin to understand the point and be able to make better decisions about what to do next. Time is of the essence in this game, so hesitating for too long could spell your demise.

The Good

I especially like the soundtrack. The atmospheric music helps set the mood and relates a calm emotion to players.

The Bad

The game’s controls are very awkward. I first tested this game on my iPhone and immediately decided that the controls were too small and that must be why I was having a hard time with them. I switched to my iPad and discovered the same ill-mannered controls. It is very difficult to move your character in the right direction. Plus, there are times when the joystick will just stop working for a second. The controls need a bit of work. It is already vague and confusing. Adding awkward controls makes it frustrating.


continue?9876543210 costs $3.99, which is a reasonable price for a title with this kind of unique game mechanics. It has a very high replay value since levels and characters spawn randomly. You never know what environment you will end up in next.


If you have any interest in games with cerebral themes, like Limbo and Nihilumbra, this game is right up your alley. The controls are awkward, but don’t let that scare you away from playing. The game is less about the goal and more about the process of getting there. It is available for the iPhone, iPad, and iPod touch. Download it in the App Store today.

Related Apps

In addition to the above-mentioned cerebral games, this has been compared to Superbrothers: Sword and Sorcery, “but weirder.”

Do you like cerebral games? What do you think of continue?9876543210?

Sony Psp Go! Gets Official At E3

Sony have officially announced the PSP Go!, and as expected it’s the smaller, entirely-digital sibling to the PSP-3000.  Rocking a sliding form-factor with a 3.8-inch LCD display, 16GB of onboard memory, WiFi and Bluetooth and a M2 Memory Stick Micro slot, the PSP Go! drops the UMD slot from previous versions and as such is 50-percent smaller than the original PSP and 40-percent lighter.Videos after the cut

From this point on, PSP games will be launched in both UMD and digital formats, through a new desktop app called Media Go that will sync with the PlayStation Network, as well as directly to the PSP Go! itself.  Video will also be supported, with more than 9,400 TV shows and 1,900 movies on offer, together with an automatic music playlist borrowed from Sony Ericsson’s cellphones, called Sense Me.

The Sony PSP Go! will hit shelves in the US and Europe on October 1st, followed by a November 1st launch in Japan.  It’ll be priced at $249 and €249, and available in white and black.

Press Release:

PSP go® PSP® (PlayStation®Portable) Evolves To Match the Digital Lifestyle

With an Ultra-Portable Design and Digital Content Focus, PSPgo to Hit the Worldwide Market This Fall, Further Enhancing the User Experience Along with PSP-3000

LOS ANGELES, Calif., June 2, 2009 –Sony Computer Entertainment Inc. (SCEI) today unveiled PSP® (PlayStation®Portable) go (PSP-N1000), a new evolution of PSP handheld entertainment system, specifically designed to suit the digital lifestyle of consumers who enjoy downloadable content on the go. PSPgo will become available in stores on October 1, 2009, in North America, Europe/ PAL territories and Asian countries and regions at a recommended retail price (RRP) of US$249 and €249, and on November 1, 2009, in Japan at a RRP of 26,800 yen (including tax). With both the existing PSP-3000 and new PSPgo, the company will further enhance the ultimate gaming and entertainment experiences on the go while providing consumers with the opportunity to choose the PSP system that’s right for them.

PSPgo is ideal for today’s on-the move consumers who prefer not to carry around disc-based content and are looking for on-demand entertainment. With the steady expansion of broadband network infrastructure, the number of users who download and enjoy digital entertainment content has been increasing remarkably. To address this growing trend, PSPgo replaces the UMD drive*1 with 16GB of flash memory to store a variety of digital entertainment content, offering users unlimited possibilities of portable digital entertainment delivered through PlayStation®Network. PSPgo, smaller and lighter than ever with a sophisticated design featuring an easy sliding display panel, is truly pocket-sized and can be taken everywhere. PSPgo will be available in Piano Black and Pearl White*2, two of the most popular colors since the launch of the PSP system in 2004. Along with PSP-3000, PSPgo will further enhance the unmatched portable gaming and entertainment experience by offering users more opportunity to enjoy their favorite entertainment content such as games, videos, music and photos anytime, anywhere.

In order to meet the needs of the growing number of PlayStation®Network users looking for digital entertainment content, SCE along with third party developers and publishers will continue to enhance the content line-up within PlayStation®Store for the launch of PSPgo, scheduled this fall. More and more new and attractive titles will become available for download from PlayStation®Store as well as on UMD™. This broad content offering across all genres includes new games, free-demos, PS one® classics for PSP, add-on items for game titles, and trailers.

In addition to accessing PlayStation Store directly from PSP using the built-in wireless LAN (Wi-Fi) feature or through the PLAYSTATION®3 (PS3®) computer entertainment system, users will also be able to access and download a variety of entertainment content via their PCs using Media Go*3, a new software application. Media Go will enable users to access and download entertainment content on PlayStation Store via their PCs as well to easily manage PSP content on PCs, including games, videos, photos, and music. This easy to use software application will be available on a CD-ROM bundled with PSPgo.

Also this fall, a new music application specific to PSP that uses the “SensMe™ channels”*4; music recommendation feature, developed by Sony, also becomes available for download on PSP. With this music application, users will be able to enjoy their favorite music stored on their PSP through a rich user interface, designed exclusively for PSP. “SensMe channels” is a mood based music recommendation system that categorizes music content into channels such as “Relax,” “Dance” and “Upbeat,” and recommends music playlists for users.

Other features are:

Easy Sliding Display Panel and Original Applications

Game sleep function

PSPgo has unique features such as game sleep function which enables users to operate XMB™ (XrossMediaBar) while pausing gameplay temporarily.

Bluetooth® function

Bluetooth function will also allow users to connect Bluetooth standard peripherals such as head-phones and head-set *5 as well as PS3 wireless controller (DUALSHOCK®3 and SIXAXIS®) *6 to be used when watching video content on TVs via PSP at home*7.

Peripheral line-up

One of the products within PSPgo’s peripheral line-up is a new Cradle (PSP-N340) *7 that will become available in stores worldwide concurrently with the release of PSPgo. This new Cradle enables users to charge the PSPgo battery and also enjoy watching video and listening to music. Also included in the peripheral line-up are video-out port cables that enable users to enjoy games and videos on their TVs at home.

With the introduction of PSPgo, SCEI will continue to vigorously expand PlayStation Network’s digital content and services and build a stronger software line-up along with various marketing measures that match each region, while creating the world of computer entertainment only available on the PlayStation platforms.

*1 Content on UMD cannot be played back on PSPgo.

*2 Color variations may differ by countries and regions.

*4 SensMe channels also supports PSP-1000/2000/3000. Details will be announced at a later timing.

*5 Head-phone and head-set supporting A2DP, HSP, AVRCP profile can be used. Some head-phones and head-sets may not be supported.

*6 PS3 wireless controller can be used. To register PS3 wireless controller on PSPgo, PS3 is needed. Some buttons and rumble feature will not be supported.

*7 Video-out cables and Cradle are sold separately in stores. Details will be announced at a later timing. Video-out cable and cradle for PSP-2000/3000 cannot be used on PSPgo.

No Company Is Perfect, But Did Apple Stop Trying To Be?

About a week ago, Apple did something not entirely unprecedented yet rare enough to make big waves across the tech world. Without warning and seemingly off-the-cuff, they backtracked on the AirPod release date, postponing indefinitely a product they had massively built up themselves in September.

It is by no means the first time Apple is somewhat behind schedule in rolling out a product (take the Mac Pro, the iMac Retina 27”, or watchOS 2 in 2023), but it is for the first time pertaining to the product accounting for Apple’s biggest following and largest share of revenue: the iPhone.

While this might help explain the sheer scope of reactions to the announcement this time around, one cannot help but wonder if an increasingly unfavourable public perception of Apple’s standards also plays into the response. To be clear: in a world where billion dollar companies ship spontaneously combusting devices it’s a hiccup that must not be dramatised. With that said, Apple have once again given ammunition to critics who like to point at an expanding trail of imperfections. Could Apple be slacking off?

In view of the (badly communicated) AirPod situation, it’s a question Apple must be willing to stomach without taking offence. Regardless of their response, which without a shadow of a doubt would be a resounding rebuttal, it is astounding to observe how Apple needlessly set themselves up for failure in this instance.

Notwithstanding the fact that it looks at least a little unwise to release the first flagship iPhone embracing wireless audio and its designated wireless AirPods months apart, the pathos (#courage) and determination put on display when a late October arrival was promised to the public really seemed to jinx it from the off.

Does setting yourself a deadline for an obviously unfinished product mean slacking off? Of course not – if anything it means the opposite. But what do we find on the other end of the scale? Imprudence for one, possibly paired with overzealousness, two nouns we were not used to associate with the Cupertino-based company until recently.

Taking a step back from the self-inflicted AirPod situation, it is not too much of a challenge to recount other incidents where Apple appeared to throw their ‘it’s not done until it ships’ mantra under the bus.

People are quick to pick at the first generation Apple Watch in this context, however I would not call that a very strong case. It has become quite evident in the software department though and Apple’s sudden willingness to roll out beta functions on devices running final version software: iCloud Photo Library in iOS 8, Apple Music Beta on Android, chúng tôi the new Portrait camera mode on iOS10 just to give you a few examples.

For us users, some of these introductions definitely hit the ground running, while others did not. What matters is that Apple clearly started feeling the heat of the market and at some point made the decision to provide quicker access to certain innovations, even if it comes at the cost of a conceivably unpolished product. This is a conscious decision driven by eagerness if you are the glass-half-full kind of person, haste if it’s glass-half-empty for you. In that sense the motivations described above are pretty similar to the AirPod scenario.

In other words, is Apple guilty of sacrificing their vehemence and focus on the little things for the prospect of for example competing in the high-margin car business? Did Apple really believe they could nab a piece of the upscale jewellery market with their original $17,000 Apple Watch Edition?

This seems uncoordinated at best and while it is well within the company’s rights to experiment, throwing ideas at a wall and seeing what sticks is a method kind of running counter to the ideals of the company that used to think different.

The AirPod example is also reminiscent of the 2013 Mac Pro mishap, when early customers were promised shipping by December but eventually Apple had to back paddle on that too. Disgruntled customers aside, this went down on the back of the now famous ‘can’t innovate my ass’ line by Phil Schiller, a sentence that accurately sums up the gist of the previous paragraphs: almost inexplicably (considering their financial prowess), Apple can act like they are on the back-foot, as though they have to prove that they are still on top of their game.

Not only on top actually, but also blazingly fast at it. Unfortunately, a cocktail of the two is bound to have them run into recurring trouble and upset customers along the way. Just like with the AirPods.

What matters at the end of the day is not necessarily if you believe Apple is overambitious or complacent. What matters more is that it has been a while since Apple released an absolute prestige product which exceeded everyone’s expectations. The new MacBook with Touch Bar could be a good start, but it is early days. What matters the most is for Apple to keep its word on the dates no one but themselves decide to put out to the public.

If I sound a little salty on this topic, it could be because I am – and that’s Apple’s biggest failure. The importance of strong customer relations is part and parcel of the marketing 101 and Apple need to do a better job at adhering to it by not messing with the customers’ expectations.

If you have something in the pipeline but do not want to be quoted on a release date, guess what – that’s fine too. However do refrain from imposing an unreasonable timeframe onto your project and if you just cannot resist, at least do not communicate it with the public.

This is not stick for refraining from putting out an unfinished product, it’s merely a note on intelligent customer communication. In that regard the Apple of late is slacking off, but the good news it’s nothing they cannot recover from.

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