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Job quality is how the workers feel about being at the job and determines how much it depletes their other happiness needs (and when they aren't happy they leave work to go fill those needs)
Locations don't produce anything unless a worker is active, job quality will help keep them on the job longer, efficiency is how well they produce whatever effect/product the building makes
I have asked two very important questions in the past day, this being the second, that make a big difference in what to do in the game, and, it is only thanks to you people that these game-mechanics are explained. That is a problem that the development-team needs to address.
As for happiness, it's kinda obvious as soon as you just watch some people and what they do. The tutorial even tells you to watch people, you can read each persons thoughts and see what they are doing and why.
As soon as you watch people, unhappy people leave to go satisfy their needs more often and don't stay at work as long.
There's numerous mouse overs for most things as well.