The key to designing sequences not stills is to understand the chain of events that led a user to a particular screen, and to map out this flow to identify areas where tool time can be eliminated or goal time enhanced. This involves distinguishing between `tool time`, which includes valueless or administrative tasks, and `goal time`, which is time spent working directly towards a desired outcome. By understanding the distinction between these two types of time, designers can create experiences that are more efficient and effective, with fewer frustrating moments caused by excessive tool time.