Allow me to outline what it takes to accomplish this (see: recreate similar results), even though it is incredibly easy to accomplish.
You will need to have certain View settings turn ON so here is a View Options Checklist:
☑ Show exposed
☑ Show voids
☑ Show expected residue burials
Once you have those enabled, with a protein design loaded that has zero cuts in place, begin by making a note of where there are AA Exposures, Burials and Voids. Once you have a mental note of a few, click on a segment or press 3 (depending on your Interface as outlined above). Often times all you'll need to do is make a single "tick" directional adjustment of the protein to invoke a noticeable difference in at least one of the three aforementioned visual aids; all three occurring is not rare!
Here are some examples I've collected and am including as attachments, to help illustrate the vast changes taking place.
Please note the changes that are circled in both the Before and After images… (All images are at 50% but can be clicked to view at original size)
1350 Design: Before

1350 Design: AFTER
.png)
The changes I've highlighted in the above are not as severe as other experiences I've had, but still hits the trifecta. The Xes denote where a Void has disappeared, just to help while viewing. Also I made sure to include the Segment Information window, which shows that there are no score impacts by this, as such highlighting that this is mostly a visual anomaly.
1351 Design: AFTER (What I consider to be 'better')

1351 Design: BEFORE (What Foldit considers Best)
.png)
I say that it is "mostly" a visual anomaly because there IS something going on that Foldit does consider when it calculates your "Best Score" (all three kinds). For example, in my next two shots you'll see how I spent some time rotating and getting what I would consider to be the Best, yet Foldit still considers my pre-Move Tool tinkering to be. However, in the majority of my other experiences my Best before working is overwritten by a result after my futzing about. Again, no score change is present. Wiggling and Shaking are not affected.
To conclude this report I'll outline why I feel this is worth looking into… We learn early on that there are these Voids and Exposures that we want to eliminate because they are "bad", and we need to do whatever it takes to remove them. People have created recipes to help us in accomplishing those feats, either by tugging on exposed AAs to try and turn them inwards, or like Timo's VoidCrusher to… well do as advertised: crush voids out of your design! Before this, I trusted that where a Void was being displayed on my screen, was indeed an area that I needed to address because there was a significant enough 'pocket' where water (or whatever) could penetrate. Similarly, that an AA being flagged as Exposed was, in fact, one that did not have proper cover or was not turned inward enough. However, after all of this, now I question if what I'm doing really is what will result in the best protein. I call it into question now, since I can accomplish the same thing with a tenth of the effort, just by rotating the darn thing a bit. When an AA is shown as an "Expected Burial" one moment, but "not" the next; an area to have massive Voids, but gone after a simple rotation; or an Exposure to be easily hidden by a shift left or right… I can't help but wonder if it's not better that I do that which imposes no negative scoring and work from there, as opposed to making changes to backbone to accomplish that and have a score be impacted negatively (large, or small)?
In short? Our design workspace in Foldit should be looked at as being unbiased towards our design's orientation, having there be no discernible Up or Down, when it is seeming like there IS an up and a down. As a final verbal example: The All-Sheet puzzle we had recently, if I flipped my design 180deg, the exposures on one side, now became exposures on the other side.
If this is caused by our workspace being made up of multiple "Tiles" of 'x'-size, then it would seem like either the Tiled approach needs re-thinking -or- that the Tile sizes need to be increased by two or three fold. Unfortunately, I have no idea what the actual purpose of these "tiles" are in the first place, but they do seem to be influencing the playability to a degree (such as with ED Maps and, in that case, can indeed impact scoring).
Thanks for your time!
[My basic system specs- OS: Windows 10 Home 64 ver.1511 build 10586.218, CPU: AMD FX-9800P APU w/ Radeon iGPU]