Wellness

The morning wellness check-in monitor — sleep, fatigue, stress and soreness on a 1–7 Hooper scale, plus pain flags, read alongside training load.

App page: Wellness.html

What it is

The Wellness page collects and reviews players' daily subjective check-ins — sleep, fatigue, stress and soreness (the Hooper items) plus mood and any sore areas — and flags who is at risk before training.

When you use it

In the morning, before training: players submit their check-in, and staff read the squad to spot who slept badly, who's carrying fatigue or soreness, and who reported pain — then adjust the session accordingly. It's read together with the day's load, never on its own.

How it works

Pick the squad. A team selector scopes the check-ins to one category (or the whole club for admins). The page auto-refreshes so submissions appear as they come in.

Work the two tabs. Responded shows players who submitted, sorted worst-first by Hooper Index; Pending shows who's still missing, with a Remind missing action over WhatsApp. Each player renders as a Numeric card (the score plus each item) or a Gauge (a dial from good to at-risk).

Read the summary. Top figures show how many players are flagged, how many reported pain (a sore area), and how many are still missing.

Collect from players. Generate a tokenized share link (team-scoped, no login) that players open to submit; or Remind missing to nudge the pending ones. You can also message a player directly.

Key concepts

The items and scale. Players rate four Hooper items and mood, each on a 1–7 scale:

Item1 means7 means
Sleep qualityvery goodvery bad
Fatiguenoneextreme
Stressvery lowvery high
Sorenessnonesevere
Mood (tracked separately)lowgreat

For the four Hooper items, higher is worse. Mood is shown but not added into the Hooper score.

The Hooper Index. The overall score is the sum of the four Hooper items — sleep + fatigue + stress + soreness — ranging 4 to 28, where higher means more at-risk. The card colors by band: under 12 green (Good), 12–17 amber (Watch), 18 and above red (Alert). Each item also shows its own mini-band (1–3 ok, 4 watch, 5–7 bad). Older check-ins that predate the Hooper scale fall back to a 1–10 readiness value (there, higher is better).

Pain flags. A check-in can flag sore body areas (hamstring, quads, calves, groin, knee, ankle, shoulder, back) plus a free note. Reporting an area raises an alert to the medical/coaching staff — separate from the Hooper score (pain isn't summed into it).

Why it's read with load, never alone. Subjective wellness is an early-warning input, not a verdict. A high Hooper score on its own means little; a high Hooper score on top of high training load is the combination that flags elevated risk. That's why you read it next to the day's s-RPE (see RPE) and the acute:chronic ratio (see Load Monitor) rather than in isolation.

FAQ

What scale do players use? 1–7 for each item. For the four Hooper items, 1 is good and 7 is bad; mood is 1 (low) to 7 (great) and is tracked separately.

How is the overall score calculated? Hooper Index = sleep + fatigue + stress + soreness (range 4–28). Higher is worse — under 12 is green, 12–17 amber, 18+ red.

How do players submit? Through a tokenized link you share (no login). Staff review the results here; a reported sore area alerts the medical staff.

Does a bad wellness score mean pull the player? Not by itself — read it alongside the player's load and the medical picture. It's a flag to look closer, not an instruction.

  • Load Monitor — read wellness alongside the acute:chronic load.
  • RPE — the internal-load half of the picture, same day.
  • Availability — where a sore/ill player's status is set.