Nothing Happens Outside A Scene
Which is to say, if you're rolling to convince someone, you are somewhere with that someone and you are saying convincing things. If you're rolling to soup up the Mephit's engines, you are somewhere with the Mephit, and parts and tools and possibly assistants.
I mean, you don't let your players say
I roll Resources to buy the sun!
or
I roll Athletics to jump to the moon!
or
I roll Provoke to glare at gravity so it lets me down gently!
because those things can't happen*.
But when you let your players roll for something, you're saying that it can happen, somewhen, somehow, somewhere.
When? How? Where? These things are called fictional positioning.
*At this point some wag will say "but what if we're playing Fate Toon?" Well, in that case, Sunny Jim, those things can happen, so they'll happen in a scene where you e.g. haul a giant bag with a dollar-sign on it into Sun-Mart past the gleep-glop alien offering free samples of Oort Cloud.
Coming Onscreen: A Scene From A Roll
I've spoken elsewhere about the idea of "offscreen" and "onscreen" in Fate, the difference between table talk and player conversation and the drama of moments, risks, and failure.
When that offscreen talk leads to the need to make a roll, that's when you set that roll in a scene.
So: who are you talking to? How and where are you talking to them? (Or, if you're talking remotely, how and two wheres, yours and theirs.) Who else is in that where? What else is there? And what are you saying that's so convincing?
Let's be clear here: this is not you putting an essay test in front of your player and demanding they fill it out to be able to actually make the roll. They are playing Fate characters. They are powerful and capable of dramatic things. It is possible for them to do this or you wouldn't have let them.
This is a brainstorm about how it's going to happen and everyone at the table is welcome to the party.
Because, let's face it, at some point they're going to roll
[-] [-] [ ] [ ]
(reroll) [-] [-] [-] [+]
(reroll) [-] [-] [-] [-]
and guess who's picking up the tab on describing what happens after that? Also, if you don't start out by describing the terms of the challenge you're not really going to have much idea how to describe what success looks like, either, or what Aspects look like as those come into play.
After the Roll: What Success Looks Like
And of course, the scene doesn't stop when the dice hit the table and people stop flicking Fate Points at them to change how they landed. That success could happen. And it did happen! Great!
But you still have to find out how it happened! So keep going until you're sure. What did they respond to? Your passion? Your rationale? What are they doing for you now that you've convinced them? If you aced the roll enough to get a boost off it, what is it and what does it represent? Is the GM going to bank a Fate Point off Imperial Intelligence Is Always Watching and into your hands, cackling evilly?
Once that's all answered to everyone's satisfaction, then you can cut the scene, or at least pan over to someone else getting ready to do something else dramatic.
A Final Note: Scene Means Something And I'm Sorry
So, I'm talking about this in terms of scenes in a movie, but the term "scene" in Fate actually has a kind of specific meaning, in that it designates when you as a GM get to refresh an antagonist pool of fate points and a delimiter for certain player abilities and recoveries.
In general, when your players are about to embark on a series of connected events, such as might be contained in a challenge, contest, or conflict, the entire series should be considered a capital-S-for-game-mechanics Scene, even though if it happened in a movie it could contain multiple small-s scenes in different places and times.