Clinical Outcomes Report 2026

The 1HP Clinical Outcomes Report 2026

Our first year of Power Leveling, compared with the self-guided Wrist Pain Troubleshooter. 226 members who joined from August 2025 to October 2026; Power Leveling launched in December 2025.

Elliot Smithson, PT, DPT, MS, ATC, EMT and Matthew Hwu, PT, DPT, OCS, CSCS · 1 Healthpoint Inc. · Published November 2026 · Internal analysis, not peer reviewed

Rates are among members who completed a follow-up survey unless stated otherwise. Chapter 09 shows how they change under stricter assumptions. Results are not guaranteed, and individual results vary.

The two programs

Both programs use the same 1HP app. The difference is a 1HP expert, who spent an estimated 3.8 hours coaching each Power Leveling member.

Every member gets an exercise program that raises the weight or reps on its own after sessions they handle well, and lowers them after a flare-up. Members log their activity minutes, pain and irritability each day, and repeat a short function survey over time.

In Power Leveling, each member is also paired with a 1HP expert who runs an onboarding consultation, holds regular 1-on-1 coaching check-ins, adjusts their exercise load, and teaches a pain science curriculum. Power Leveling is an education and coaching program. It is not physical therapy, occupational therapy or medical care, and it does not create a provider-patient relationship. In the Wrist Pain Troubleshooter, members use the same app on their own.

What each program includes
ComponentPower LevelingTroubleshooter
Exercise program with automatic progression and flare-up reductionYesYes
Daily load and symptom trackingYesYes
QuickDASH and fear-avoidance surveysYesYes
Assigned expert with an onboarding consultation and recurring 1-on-1 coaching check-insYesNo
Pain science curriculum and reflection toolsYesNo
Bookable expert callsAvailableAvailable
AI coaching (1HP Clinical Brain)AvailableAvailable

Three experts coached Power Leveling members: two physical therapists, Matthew Hwu, PT, DPT, OCS, CSCS, and Elliot Smithson, PT, DPT, MS, ATC, EMT, and an occupational therapist, Brett Becker, MS, OTR/L, ACE-CPT, ACE-GFI. We estimate they spent an average of 227 minutes with each member over the period studied, about 3.8 hours, counting 30 minutes per recorded visit. Members chose their own program. Nobody was assigned at random, which matters for how we read every comparison in this report.

Who joined

Most members had been in pain for more than a year before they found us.

226members: 147 Power Leveling, 79 Troubleshooter
31median age; 70% were 18 to 34
87%in pain for more than 3 months; 65% for more than a year
62%reported nerve symptoms such as numbness or tingling
53%had pain in three or more regions
74%were working; 53% named gaming as their main hobby

We measure function with the QuickDASH, an 11-question survey about how hard everyday tasks are with your arm, wrist and hand [1]. It scores from 0 (no difficulty) to 100 (unable to do most tasks). Members started at an average of 32.6, and the two programs started at almost the same level: 32.9 in Power Leveling and 32.1 in the Troubleshooter.

The groups were not identical in other ways. Power Leveling members were more often men (90% vs 77%) and gamers (59% vs 37%), and fewer had pain in only one region (4% vs 16%). Our adjusted comparisons in Chapter 03 account for these differences where the data allows.

Baseline numbers by program
CharacteristicPower LevelingTroubleshooter
Members14779
Median age3032
Men90%77%
Pain for more than a year67%60%
Nerve symptoms61%65%
Three or more pain regions51%57%
Gaming as main hobby59%37%
Starting QuickDASH (mean)32.932.1
Starting fear-avoidance score (mean)47.3 (n=115)39.7 (n=13)

Did people get better?

Power Leveling members improved about twice as much as self-guided members, and were twice as likely to reach a meaningful improvement.

Among members who completed a follow-up survey at least 28 days after starting, Power Leveling members' QuickDASH fell from 34.4 to 18.0 on average: a 16.4-point improvement, or 46% (n = 108). Troubleshooter members' scores fell from 33.8 to 26.3: 7.6 points, or 13% (n = 39).

Share of members who improved, by threshold

Power LevelingTroubleshooter

Improved by 8+ points (lenient threshold)

72%
33%

Improved by 16+ points (strict threshold)

49%
21%

Cut their score in half

54%
15%

Got worse by 8+ points

3%
3%
Members with a follow-up survey at least 28 days after baseline: Power Leveling 108, Troubleshooter 39 (halved: 107 and 39). Differences at 8 points, 16 points and halving are statistically significant (p ≤ 0.002).

Average improvement over the first 26 weeks

Power LevelingTroubleshooter8 and 16 point thresholds
Line chart of average QuickDASH improvement in points by week. Power Leveling rises to about 13 points by week 8 and about 16 points from week 10 onward. The Troubleshooter rises to about 9 points by week 8 and stays between 6 and 11 points through week 26.

Point at the chart to see each week's numbers.

Average change from each member's own starting score, grouped by the nearest week. Different members contribute at each week. Hollow points rest on fewer than 15 members. Weeks 39 and 52 are left out because too few members had reached them.
Show the numbers
WeekPower Leveling: points improved (n)Troubleshooter: points improved (n)
00.6 (146)0.5 (76)
25.7 (117)2.2 (30)
49.3 (96)5 (22)
611 (87)6.4 (19)
813.4 (76)8.6 (15)
1015.8 (61)10.3 (10)
1215.9 (70)5.8 (13)
1616.7 (51)7.4 (12)
2015.9 (33)8.3 (12)
2615.7 (19)11.3 (12)

The comparison after adjusting for differences between the groups

Because members chose their program, we adjusted for starting score using a standard method for before-and-after data called ANCOVA [6]. Power Leveling members improved by 8.5 more points (95% CI 4.1 to 13.0; p < 0.001). Adding age, sex, symptom duration, nerve symptoms, number of pain regions, enrollment period and follow-up length gave a difference of 11.0 points.

At a fixed 12-week check-in, Power Leveling members had improved by 15.1 points (42%), and 69% had reached a meaningful improvement (n = 75). Only 13 Troubleshooter members completed that check-in: they had improved by 3.5 points (10%). That small number makes the 12-week Troubleshooter figure unreliable on its own.

How fast?

Half of Power Leveling members reached a meaningful improvement by about six and a half weeks. For self-guided members it took about six months.

Change came over weeks, not days. At two weeks the average Power Leveling member had improved by about 6 points. By the 4-week check-in, they had improved by 10.3 points on average, and 55% had already reached a meaningful improvement (n = 89). For Troubleshooter members at 4 weeks, the figures were 5.1 points and 30% (n = 23).

Estimated share who reached a meaningful improvement

Power LevelingTroubleshooter

By 8 weeks

59%
34%

By 12 weeks

73%
41%

By 26 weeks

87%
49%
Kaplan–Meier estimates of the first QuickDASH improvement of 8 points or more. Members who had not reached it yet count for as long as they were still reporting. Power Leveling 108 members (82 reached it); Troubleshooter 39 (18 reached it). The curves differ significantly (log-rank p = 0.003). By 52 weeks the Troubleshooter estimate rises to 84%, but very few self-guided members were still reporting by then.

Work, hobbies and fear

The biggest changes were in the things people care about most: working, playing and moving without fear.

Before and after, both programs

Starting scoreLatest score

Difficulty at work −43%

47.426.6
0 no difficulty100

QuickDASH work module, 112 working members. Power Leveling members improved by 24.5 points (n = 85); Troubleshooter members by 9.2 (n = 27).

Difficulty with gaming, music and sport −41%

65.338.5
0 no difficulty100

QuickDASH sport and performing-arts module, 118 members. 68% reached a meaningful improvement. Power Leveling 30.1 points (n = 94); Troubleshooter 13.8 (n = 24).

Fear of movement −53%

45.920.5
0 no fear-avoidance100

Fear-Avoidance Components Scale [7], 76 members with surveys before and during the program, 70 of them in Power Leveling. 87% improved and 76% improved by 10 points or more.

Means of each member's first and latest scores. Lower is better on all three scales.

Pain changed less than function

Members' worst pain during activity fell from 4.0 to 3.1 out of 10 on average (n = 97), and 38% reduced it by 2 points or more. That is a smaller change than in function. In practice, most members were doing much more with their hands while still feeling some pain, which is what our approach expects: rebuilding capacity and confidence comes first, and pain tends to settle more slowly. A systematic review of pain education trials found it can reduce pain and disability in musculoskeletal pain [8].

What improvement looked like

Notes from members' coaching calls show 48 of 92 Power Leveling members back to most or all of the activities they had lost, and 40 more with clear gains that stopped short of that.

A survey score shows how hard daily tasks feel. It does not show what someone went back to doing. For that, we reviewed all 1,157 call notes for the 106 Power Leveling members who had them. An AI tool generated each note from the transcript of a recorded call between the member and their expert. The experts did not add to or edit them. For each member we recorded what their symptoms had stopped or limited when they joined, and what they were doing at their latest note.

Fourteen members had fewer than three weeks of notes, so the counts in this chapter use the other 92. Their notes covered a median of 15 weeks (range 3 to 40).

48back to most or all of the activities they had lost (52%)
40with clear functional gains but still limited in some activities (43%)
3with little functional change; for 1 more, the notes were unclear
39 of 72whose work or study was affected were back to full days; 17 more were partly back
79 of 92showed less fear and avoidance in how they used their hands
69 of 76who had a flare-up got through it without losing their progress

Got back at least part of a limited activity

Gaming · 65 of 72

90%

Work · 62 of 75

83%

Daily tasks such as cooking, carrying and driving · 49 of 63

78%

Other hobbies · 15 of 20

75%

Sport and the gym · 39 of 55

71%

Playing music · 15 of 25

60%
Power Leveling members with three or more weeks of notes, counted in each area their notes recorded as limited when they joined. "Got back" means the notes record a return to at least part of the activity, not a full recovery. School (5 of 10) and sleep (3 of 10) are left out because so few members had them.

Before and after, in the notes

Where the notes gave numbers, the change was often large. These are individual members, chosen to show the range of activities, not typical results.

Examples of functional change recorded in call notes
When they joinedAt their latest note
Pain within 5 minutes of clicking a mouseFull 8-hour workdays without switching to a trackpad
Gaming capped at an hour, unable to hold a job8 to 10 hour workdays without pain, and evening gaming
On leave from work, about 30 minutes of mouse useBack at work, 9-hour days with pain mostly 0 to 2 out of 10
Off work; a few searches caused pain for days4-hour shifts typing at normal speed, including the busiest day
Typing 5 to 10 minutes at a time, working from bedWork blocks of 40 to 120 minutes, typing through the day
Controller pain within a minute or two, avoided for yearsGaming sessions of 2.5 to 3 hours on several nights
Piano limited to 15 minutesAn hour a day, and a 2-hour test with little pain
Stopped lifting and gaming altogetherFarmer's carries with 45 lb in each hand, a 2-mile run, and gaming 3 times a week

In members' words

The notes often record what members said on their calls. These statements are lightly paraphrased to protect privacy.

  • "I couldn't game more than an hour or work at all. Now I'm doing eight hours, sometimes ten, without pain."
  • "I will feel pain, but it's not scary, and it doesn't stop me doing 99% of what I do."
  • "When we started I couldn't type anything. Now typing is just my normal pattern."
  • "I can type all day at work and lift heavy. I feel like I've reclaimed a lot of my life."
  • "I went from feeling like I had an old man's wrists to gaming all night and feeling strong."
  • "It's not enough to stop me from what I'm doing. It's just uncomfortable and always there."

What the notes add to the surveys

Function moved before pain. Many members were doing far more while their pain scores barely changed, which matches the survey results in Chapter 05. Judged on pain alone, several of the biggest functional gains would look like failures.

Fear dropped as people did more. The notes describe members taking off braces, stopping voice dictation, returning to the game or task they feared most, and handling a flare-up on their own instead of resting for days. The 79 of 92 members whose notes show less fear match the 87% who improved on the fear-avoidance survey.

Gaming came back first and fullest. Music, sport and full workdays came back last. Several members said their gaming was now limited by free time, not pain. The final step, such as a full day of nonstop typing, an instrument, or heavy gym work, was often still in progress at the latest note.

Partial results usually had causes outside the hands. Neck, back and shoulder problems, new injuries, illness, and life events such as moving, job loss, caregiving and grief held back many of the 40 members with partial gains. Of the three members with little change, one had pain in many areas with cycles of overdoing it on good days, one met their strength targets without lasting change in symptoms, and one rarely did the program.

Who improved most

Of Power Leveling members in pain for more than a year, 69% still reached a meaningful improvement.

Long-standing pain is where the two programs differed most. Among members in pain for more than a year, Power Leveling members improved by 16.3 points and 69% reached a meaningful improvement (53 of 77). Troubleshooter members improved by 3.6 points, and 25% did (n = 28).

Average improvement in points, by starting point

Mild starting disability (under 25) · 35% improved 8+

4.6

Moderate (25 to 49) · 70% improved 8+

14.5

Severe (50 or more) · 86% improved 8+

28.7

With nerve symptoms · 64% improved 8+

15.8

Without nerve symptoms · 58% improved 8+

10.9
Both programs combined. Members with a follow-up survey: mild 48, moderate 70, severe 29, nerve symptoms 94, no nerve symptoms 53. Bar length is scaled to 30 points.

People who started with mild symptoms improved the least, partly because they had less room to improve. People who started with severe symptoms improved the most, but some of that is expected anyway: people tend to join when their symptoms are at their worst, and scores drift back toward normal over time whatever happens. This is called regression to the mean [9]. Nerve symptoms such as numbness and tingling did not predict a worse result.

We looked at many subgroups, so a few differences will look important by chance. Treat this chapter as a guide to questions, not answers.

Staying with it

The clearest difference between the programs was whether people kept going.

Members still active, week by week

Power LevelingTroubleshooter
Line chart of the share of members active each week. Power Leveling stays above 90% through week 8 and at 84% at week 12, falling to about a third by week 26. The Troubleshooter drops below 50% by week 4 and to 19% by week 12.

Point at the chart to see each week's numbers.

Share of members with any app activity in that week or the two before, among members enrolled long enough to reach it.
Show the numbers
WeekPower LevelingTroubleshooter
198%90%
299%90%
397%58%
494%47%
592%36%
692%34%
791%33%
890%34%
989%29%
1086%24%
1184%24%
1284%19%
1383%19%
1479%19%
1570%17%
1665%21%
1767%22%
1865%24%
1960%19%
2056%16%
2149%19%
2249%21%
2348%15%
2438%13%
2532%13%
2633%15%
70% vs 7%median share of days with exercise in the first 12 weeks
4.7 vs 2.5median exercise days per week
85% vs 65%used the app within 14 days of joining

Within Power Leveling, how often a member exercised did not predict how much they improved. Nearly everyone with an expert stayed consistent, so the useful difference was between the programs: support kept people going. What did stand out was progression. Members whose exercise load never progressed improved by 1.5 points on average, and 18% reached a meaningful improvement (n = 22). Members with six or more automatic progressions improved by 17.3 points, and 72% did (n = 113). The link was clear inside the self-guided program. Within Power Leveling it was weak, because most members progressed steadily.

What this data can't tell us

If every Power Leveling member who skipped the follow-up survey had not improved at all, the 72% would be 53%.

Not everyone returned a follow-up survey: 74% of Power Leveling members did (108 of 146) and 51% of Troubleshooter members did (39 of 76). People who are improving may be more likely to keep reporting. The switch below shows how the main result changes depending on what we assume about the people we did not hear from.

Reached a meaningful improvement (8+ points)

Members without a follow-up survey are:

Power Leveling
72%
Troubleshooter
33%

Only members who returned a follow-up survey are counted: 108 in Power Leveling and 39 in the Troubleshooter. This is how every rate in this report is calculated unless stated otherwise.

All three assumptions in one table
Members without a follow-up arePower LevelingTroubleshooter
Left out (108 and 39 members)72%33%
Counted as unchanged (146 and 76 members)53%17%
Worst case for Power Leveling: missing Power Leveling members not improved, missing Troubleshooter members improved53%66% (difference p = 0.08)

Limits to keep in mind

  • Members chose their program.

    People who sign up for expert coaching may be more motivated, or have more time or money, in ways no adjustment captures. Only a randomized trial can show that expert coaching causes the difference.

  • Missing surveys.

    As the switch shows, the comparison between programs depends on what happened to people who stopped reporting. The average improvement favored Power Leveling under every assumption we tested except the harshest one.

  • Regression to the mean.

    People usually join when symptoms peak, so part of the improvement within each program would have happened anyway [9]. Comparing the two programs with ANCOVA removes this from the difference between them, but not from each program's own numbers.

  • Timing.

    Most Troubleshooter members joined between August 2025 and March 2026, while most Power Leveling members joined from April 2026 (108 of 147). The app and coaching may have changed in between. We adjusted for enrollment period.

  • Who ran the analysis.

    The surveys were collected inside a paid program by the company that runs it, and the authors are its co-founders and two of its three experts. Power Leveling comes with a 3-month refund guarantee for members who are not satisfied with their progress, and the Troubleshooter does not, which could affect how members engage or report.

  • Call notes.

    Chapter 06 relies on AI-generated summaries of coaching calls. Members may describe their progress more positively to the coach they are working with, and the summaries can leave out or misstate details. The notes were not made for research, record what members reported rather than what was measured, and vary in detail from call to call.

  • Who the results apply to.

    Members were young (median 31), mostly men, and mostly in gaming- or computer-related work and hobbies. The results may not apply to older people or to strain from manual work.

  • No outside review.

    This is an internal quality-improvement analysis of de-identified data. It has not been peer reviewed or reviewed by an ethics committee.

Methods and references

QuickDASH surveys analyzed, alongside 145,910 exercise sets and 4,960 days of daily tracking.

Design

A retrospective observational cohort study of data collected routinely in the 1HP app, reported following the STROBE guidelines for observational studies [10]. Data were extracted on October 31, 2026, covering members who enrolled from August 2025 onward. Every member of either lifetime program was included; staff and test accounts were excluded.

Outcomes

The main outcome was the change in QuickDASH from baseline to the latest follow-up at least 28 days later, since shorter gaps mostly measure day-to-day noise. Fixed check-ins at 4, 8, 12 and 26 weeks used the follow-up closest to that week, within 14 days (28 days at 26 weeks). Secondary outcomes were the QuickDASH work and sport or performing-arts modules, the Fear-Avoidance Components Scale [7], and daily pain and irritability ratings from the app.

Analysis

Changes within each program used paired t-tests. Programs were compared with Welch's t-test and with ANCOVA, which adjusts the follow-up score for the starting score [6], then with regression models adding member characteristics. Time to a meaningful improvement used Kaplan–Meier estimates and the log-rank test. Missing follow-ups were explored by counting missing members as unchanged and with best- and worst-case assumptions. All tests were two-sided at α = 0.05 with no adjustment for multiple comparisons, so secondary and subgroup results are exploratory.

Review of call notes

For Chapter 06 we included every call note for Power Leveling members: onboarding consultations, coaching check-ins and other session notes, 1,157 notes for 106 members. Each note was generated by an AI tool from the transcript of a recorded call, with no content added by the experts. Billing notes, member-written notes, notes from the 1HP Clinical Brain chat tool and notes under 80 characters were excluded. Each note was de-identified with automated removal of names, contact details and dates. Because notes ran to about 17,000 characters on average, the review used the opening summary of each note in full and longer extracts of each member's first and latest notes.

An AI language model coded each member against a fixed codebook: activities limited at the start, activities regained, overall functional change, return to work or study, flare-ups, fear and confidence, and other gains. Overall change was coded from function, not pain: back to most or all key activities, clear gains but still limited, little change, worse, unclear, or too early (under three weeks of notes). Codes were checked against the full original notes for a sample of members. Member statements were paraphrased, and examples were chosen to show the range of activities.

Data handling, funding and conflicts of interest

Survey and app records were de-identified on the server before analysis. Call notes were de-identified before review, and no note text is published in this report. De-identified member-level data and analysis definitions are available from the authors on reasonable request. The analysis was funded internally by 1 Healthpoint Inc. Elliot Smithson and Matthew Hwu are co-founders of 1 Healthpoint Inc., which sells both programs, and both coach members in Power Leveling. Brett Becker, the third Power Leveling expert, works for 1 Healthpoint Inc. and coached some of the members whose calls are reviewed in Chapter 06.

Context

Repetitive strain injury covers many upper-limb conditions, and strong evidence for any single treatment is limited, though exercise is beneficial for non-specific upper-limb disorders [11]. Digital programs for musculoskeletal pain have shown benefits for function [12, 13], mostly for back and knee pain. This report adds data on upper-limb pain in people who use computers and games heavily.

How to cite this report

Smithson E, Hwu M. The 1HP Clinical Outcomes Report 2026. 1 Healthpoint Inc.; November 2026.

References

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  10. von Elm E, Altman DG, Egger M, Pocock SJ, Gøtzsche PC, Vandenbroucke JP; STROBE Initiative. The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) statement: guidelines for reporting observational studies. Lancet. 2007;370(9596):1453–1457. doi:10.1016/S0140-6736(07)61602-X
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Want to know if Power Leveling fits your case?

Book a free consultation with one of our experts. If you would rather go at your own pace, the Wrist Pain Troubleshooter gives you the same app, self-guided.