Ah, not too sure. NPC dialog seems like a listbox most of the time. But, when the dialog is used for trading, or non-dialog things it seems clunky.
I'd like to see more interface interaction, whether it's an NPC, a barber, bookshelf, or mini-game. For example, an NPC's "buy" dialog option transition to a more visual based trade window. GUI elements like inventory grid, buttons, and mouse-over items for more information, prices. A barber or other specialized interfaces would probably be easier if you had a framework for that.
It's a plus to have click-drag interaction with your inventory to & from entities like containers, or a crafting stations. Say you have an interactive smelter, cook station, etc- GUI shows inventory slots for fuel, raw inputs, and output with some basic buttons or visual elements.
In fact, with robust scripted GUI, you could overhaul the skill interfaces as well and have it flexible rather than hardcoded. But, like everything in Faldon, it's easy to get bogged down or sidetracked on projects haha.
Anyhow, for a barber preview display, it seems like the portrait art might be better. I did happen to save the scene for these "item" pics though. Re-rendered the item pics with male & female versions in 4x. I'll send you an art pack if you want to take implement anything.
sample below
