The computer game composer Wilbert Roget II (who has written award winning music for games such as Mortal Kombat, Call to Duty and Tomb Raider) describes composing in the 1st person: from the perspective of the characters within a game.
To achieve this perspective, part of his preparation is to become a game's character, try out the available outfits, tools and weapons, etc., and wander through a game's various scenes and levels.
Crucially, Roget does not become a protagonist: he does not become part of the action. This slight distancing ensures he is not distracted by the excitement of taking part and trying to succeed but instead focuses upon the look and feel of a game's world and characters.
By inhabiting a character and experiencing its world but not taking part in a game's narrative, I think Roget achieves not a 1st person perspective but a 1.20 person perspective: a perspective that gives him just enough mental space or headroom to notice details about the look and feel of a game that players caught up in the action would likely miss.
Having gained insights from this 1.20 perspective, Roget can then create imaginative musical layers and backdrops that illuminate and enrich details that would be otherwise missed, so improving the overall quality of a game and enhancing game players' enjoyment.
We can all gain from using perspective 1.20. When seeking to solve a problem, do your best to experience it from the perspectives of those people affected by it. Whilst doing so, however, ensure you do not become too involved and caught up in a problem and its effects. Give yourself just enough mental space to begin noticing details about the look, feel and context of a problem: details that those caught within a problem's web of consequences would likely fail to see.