The core book say to increase purple difficulty dice to fit the situation under perfect circumstances and then add setback dice for anything like darkness/smoke/chaos. So for a picking a lock the only way (according to the core book) to "upgrade" the difficulty of that roll (switch a purple for a red die) is for the GM to flip a dark pip. (Of course for piloting and NPCs talents their are ways to upgrade but I'm talking about rolls like climbing or fixing a vehicle (and if you run out of purple dice)).
But then... I see in some of the adventure modules they suggest using multiple red dice for some rolls. Now I'm confused. So I've just determined that if rolling a despair in a particular part of an story would be interesting I'll throw in some reds, or if something really bad could happen for what they are doing. For instance fixing a communicator- no reds, fixing a grenade- REDS.