I haven't done Jenga. In a mega-dungeon game I once saw a player-facing math puzzle used to represent cracking a combination safe. As GM I once ran a GM v player chess match on the side, against a player I knew played chess. Speed chess rules, and the penalty for player losing was missing out on a reward not mission failure. And this represented... a chess match with a ghost from a published adventure for D&D, so wasn't too abstract.
In both cases I came out thinking I or the other GM just pulled it off, but also thinking one was plenty, and in character is better. So I haven't tried to repeat either shtick. With Jenga for hacking my advice is maybe once, and it might be fun. If your group enjoys it for a change you'll pull it off, if they don't you won't.
Possibly you're thinking of a mini-game because Traveller doesn't have good hacking rules, at least when judged as a mini-game or subsystem. I don't really have a solution for that. What I had to learn GMing Traveller after starting with other systems was I needed more depth and a greater number of challenges to my adventures. That way any one challenge can be blown through pretty quickly with a good roll, and we'll still have a full session. If the denouement is supposed to be hacking but you're worried about just rolling Computers once, you might need more obstacles in the way beforehand. Those could include gaining physical access to the terminal, learning a filename or project they're looking for, learning a password to make the hacking roll easier, disabling the alarms beforehand, etc. Unless you've already got that, in which case carry on.