TIME

Time is an illusion. Lunch time doubly so. - Douglas Adams

The rules define a round of Black as 5 seconds long. And Blue isn't a set of rounds and it doesn't have a specific duration. Blue is all the time spent gaming that isn't Black. But the game shouldn't consider these limitations as binding rules. Combat, for example could occur in either Black or Blue. We expect the predictably serious fights to occur during Black (read as absolutely life-threatening), and the less dangerous fights to be in Blue. So ask yourself, does Black last a blink of an eye during which one attack with a weapon takes place? Or does Black include a measure of moving back and forth in a complex dance with half-a-dozen attempts with a sword, only one of which is the telling blow? We leave that sort of thing to you and your GM. They key is to remember the story and the idea that our time is always limited so we seek a balance between a variety of things. 

Perhaps it is important to consider a question, "Is the game always made up of rounds?" We don't believe it is but you're always either in Black or Blue. 

It's not important to have rounds define Blue, as it does Black. In fact, playing with strict adherance to time in Blue mode involving focus use and time increments goes against the spirit of Blue mode, which is intended to be narrative. There are times, however, when time is an important factor of storytelling - and in that case, it becomes something worthy of tracking. Take for example, a character attempting to hack into a computer system. The GM may know how tough the security is, and decide on a number of (S) needed to achieve success. This makes it easy for a GM to do the math and translate a difficult task into how long that task will take. A player, even in Blue, could lay out the hand they intend to play, and even roll some dice for (S). As the GM, you may or may not convey the exact time needed. You might tell the player that the system is weak and you can get past security in a few hours, or maybe it’s incredibly tight and could take days. If you want to throw in the chance for critical success or critical failure, have them roll dice. Or maybe the security system "heals" every six hours, regenerating a set number of (S) making the effort more difficult and time consuming. 

The important thing to remember is that these rules, and the tracking of time, are there to enhance the story experience. If hacking the system is a critical path story element - meaning the story cannot progress without the hack - then these mechanics become important and could generate a very fun, immersive, and memorable part of the session. If the hacking is secondary or even just a diversion, spending time and allocating mechanics to the process might serve only to drop immersive play and make the session memorable only for its lack of fun.